animatePylon: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(instant optional)
(example)
Line 25: Line 25:
|x1= <code>[[vehicle]] [[player]] [[animatePylon]] [1, 0.5];</code>|EXAMPLE1=
|x1= <code>[[vehicle]] [[player]] [[animatePylon]] [1, 0.5];</code>|EXAMPLE1=
|x2= <code>[[vehicle]] [[player]] [[animatePylon]] ["pylon1", 0.5];</code>|EXAMPLE2=
|x2= <code>[[vehicle]] [[player]] [[animatePylon]] ["pylon1", 0.5];</code>|EXAMPLE2=
|x3= <code>[[vehicle]] [[player]] [[animatePylon]] ["pylon1", 1, [[true]]];</code>|EXAMPLE3=
____________________________________________________________________________________________
____________________________________________________________________________________________



Revision as of 13:54, 15 February 2020

Hover & click on the images for description

Description

Description:
Force animation of pylon to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when pylon state =1. Supports pylon name since Arma 3 v1.93.145594
Groups:
Uncategorised

Syntax

Syntax:
vehicle animatePylon [pylon, animphase, instant]
Parameters:
vehicle: Object
[pylon, animphase, instant] : Array
pylon: Number or String - pylon index (index starts from 1) or pylon name (see getCompatiblePylonMagazines Example 4)
animphase: Number - animation phase (0...1)
instant (Optional): Boolean - animate immediately
Return Value:
Nothing

Examples

Example 1:
vehicle player animatePylon [1, 0.5];
Example 2:
vehicle player animatePylon ["pylon1", 0.5];
Example 3:
vehicle player animatePylon ["pylon1", 1, true];

Additional Information

See also:
Arma 3 Vehicle LoadoutsgetCompatiblePylonMagazinesgetPylonMagazinessetAmmoOnPylonanimateBaysetPylonsPrioritysetPylonLoadout

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note


Notes

Bottom Section