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开始使用于
- 游戏:
- Operation Flashpoint: Resistance
- 版本:
- 1.75
描述
- 描述:
- Activates given object animation. Animation is defined in CfgModels Animations class of model.cfg or another model config. To animate door of the house from example below: house animate ["Door_1_rot", 1];
class Animations { class Door_1_rot { type = rotation; source = Door_1_source; selection = Door_1; axis = Door_1_axis; memory = 1; minValue = 0.1; maxValue = 1; angle0 = 0; angle1 = (rad 110); }; class Door_Handle_1_rot_1 { type = rotation; source = Door_1_handle_source; selection = Door_Handle_1; axis = Door_Handle_1_axis; memory = 1; minValue = 0; maxValue = 0.1; angle0 = 0; angle1 = (rad -50); }; };
Since model.cfg is not always available for reference, most animation names could also be obtained from animationNames command. Class names listed in CfgVehicles AnimationSources bound to "Proxy" controller can also be animated with animate command (see createVehicle/vehicles): offroad animate ["HideBackpacks", 0];
It is recommended that animateSource command is used instead of animate whenever is possible, as it is more efficient and optimised for MP File:Warning.png Mixing animateSource command with animate command to animate the same part may produce some undefined behaviour
基本句法
- 句法:
- objectName animate [animationName, phase, instant]
- 参数:
- objectName: Object
- [animationName, phase, instant]: Array
- animationName: String - name of the animation. This is the class-name of the animation defined in the config.
- phase: Number - range 0 (start point of the animation) to 1 (end point of the animation). The speed, in which the animation is processed, is defined in the addon's config.cpp and cannot be changed during running missions.
- instant: Bool - true: animated instantly and without sound, false: normal animation (since Arma 3 v1.47)
- 返回值:
- Nothing
范例
- 范例1:
_building animate ["maindoor", 1];
- 范例2:
_building animate ["Door_1_rot", 1, true];
- 范例3:
- Create Offroad and add flashing police light bar:
offroad = "C_Offroad_01_F" createVehicle (player getRelPos [5, 0]); offroad animate ["HidePolice", 0]; offroad animate ["BeaconsStart", 1];
额外资讯
注意事项
Notes
- Posted on Aug 2007
- Mikero
- Animations can be used on existing game models such as houses that have doors eg. The general syntax is house animate ["dvere1",1] to 'open' the door and house animate ["dvere1",0] to 'close it'. Whether used on Oem addons, or official ones, an internal working knowledge (via config.cpp) of the model's animated name(s) is required. 'open' and 'close' are visual perceptions of the state of the model, and are a design decision of the p3d. Open does not, necessarily mean, 1, and close does not mean 0. '0' and '1' are better seen as FULLY_OFF and FULLY_ON If a door is initially closed in the model, FULLY_ON, will open it. If it is initialy OPEN visually, in the model, FULLY_ON will close it. initphase=1; (in config cpp) does not alter open and close meanings, all it does, is, set the model to the 'on' (rather than 'off') state to begin with. Whether on means open or close visually, is a p3d design decision.
- Posted on June 2011
- Tyger
- Also, to animate the object called "Bar Gate" in ArmA, use the following:
myGate animate ["Bargate",1]
to close it, andmyGate animate ["Bargate", 0]
to open it.
Bottom Section
- Posted on June 21, 2015 - 16:41 (UTC)
- LeClubBWA
-
With this command you can switch the offroad police lights on like this :
_vehicle animate ["BeaconsStart",1];
And switch it off :
_vehicle animate ["BeaconsStart",0];
- Posted on February 16, 2016 - 21:33 (UTC)
- RageBone
-
Aparently "Bargate" was exchainged with "Door_1_rot"
Doesen't work:
object animate ["Bargate", 0];
Works:
object animate ["Door_1_rot", 0];
- Posted on March 14, 2016 - 00:34 (UTC)
- Killzone Kid
-
To animate bargate use animateSource:
bargate animateSource ["Door_1_source", 1];