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:
vehicle: Objectbay: Number - bay index (index starts from 1 and different from pylon index)animphase: Number - animation phase in range 0..1instant: Boolean - (Optional, default false) animate immediately
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