Arma 3 Scripting

Command in Animations, Vehicle Loadouts

animateBay

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Description

Forces animation of bay to given state, -1 for reset to engine handling, can cause weapon inoperative, because weapon is released when bay state == 1.

Note

While there is no getter to read the animation phase of the given bay, the animationPhase command can be used with the individual bay door name from animationNames as a workaround (See #Example 3).

Syntax

vehicle animateBay [bay, animphase, instant]

Parameters:

Returns: Nothing

Examples

Example 1

vehicle player animateBay [1, 0.5];

Example 2

vehicle player animateBay [1, 1, true];

Example 3

Getter example, here for the UCAV Sentinel:

ucav animateBay [1, 1];
// can be checked with
ucav animationPhase "weapons_bay_l_1";
// or
ucav animationPhase "weapons_bay_l_2";

See also

Arma 3: Vehicle Loadouts · getCompatiblePylonMagazines · getPylonMagazines · setAmmoOnPylon · ammoOnPylon · animatePylon · setPylonsPriority · setPylonLoadout