Description
Activates given object animation. Animation is defined in CfgModels animations class. Class names listed in CfgVehicles AnimationSources bound to "Proxy" controller can also be animated with animate command (see Arma 3: createVehicle/vehicles).
Note
Since Arma 3 v2.24 parachutes are supported. The phases for a parachute animation are: 0...1 - pulling of the parachute from the bag, 1...2 - opening of the canopy, 2...3 packing of the canopy. The animation name is "". You can only skip forward the animation of the parachute. For example:
_para animate ["", 1];
Giving negative phase would delay the whole parachute opening animation until the phase rolls up to 0. See also animationPhase
Note
Arma 3: - It is recommended that animateSource command is used instead of animate whenever is possible, as it is more efficient and optimised for multiplayer
- Since Arma 3 v1.58 animation names can be obtained with animationNames
Warning
Mixing animateSource command with animate command to animate the same part may produce some undefined behaviour.
Syntax
object animate [animationName, phase, speed]
Parameters:
object: Object
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
speed: Boolean or (since Arma 3 v1.66) Number - (Optional, default false) when true animation is instant; Number > 0 is treated as config speed value multiplier
Returns: Nothing
Examples
Example 1
_building animate ["maindoor", 1];
Example 2
_building animate ["Door_1_rot", 1, true];
Example 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];
See also
animationPhase · setFaceAnimation · animateSource · animationSourcePhase · animateDoor · doorPhase · animationNames
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.
(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.
Also, to animate the object called "Bar Gate" in ArmA, use the following:
myGate animate ["Bargate",1]
to close it, and
myGate animate ["Bargate", 0]
to open it.
"Bargate" was exchanged with "Door_1_rot" at one point:
object animate ["Bargate", 0];
object animate ["Door_1_rot", 0];
To animate bargate use animateSource:
bargate animateSource ["Door_1_source", 1];
For pop-up targets, you can keep the target down (until you tell it to pop up) with:
target1 animate ["terc", 1];
When you're ready for the target to pop up, you can use:
target1 animate ["terc", 0];
With this setting, the target will return to its usual behavior of going down when hit and automatically popping back up again. To make the target stay down after being hit, add the following line:
target1 addEventHandler ["HitPart", { target1 animate ["terc", 1]; }];