---
name: "animatePylon"
type: command
status: ok
groups: ["Animations", "Vehicle Loadouts"]
arma3_since: "1.70"
locality: {"argument": null, "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/animatePylon
revid: 336888
updated: 2023-01-04T16:43:53Z
---

# animatePylon

*Command · Animations, Vehicle Loadouts · Arma 3 v1.70*

## 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.

## Syntax

```sqf
vehicle animatePylon [pylon, animphase, instant]
```

**Parameters:**

- `vehicle`: [Object](../topics/Object.md)
- `pylon`: [Number](../topics/Number.md) or Arma 3 v1.94 [String](../topics/String.md) - pylon index (index starts from 1) or pylon name (see [getCompatiblePylonMagazines#Example 3](../commands/getCompatiblePylonMagazines.md#example-3))
- `animphase`: [Number](../topics/Number.md) - animation phase in range 0..1
- `instant`: [Boolean](../topics/Boolean.md) - (Optional) animate immediately

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
vehicle player animatePylon [1, 0.5];
```

### Example 2

```sqf
vehicle player animatePylon ["pylon1", 0.5];
```

### Example 3

```sqf
vehicle player animatePylon ["pylon1", 1, true];
```

## See also

Arma 3: Vehicle Loadouts · [getCompatiblePylonMagazines](../commands/getCompatiblePylonMagazines.md) · [getPylonMagazines](../commands/getPylonMagazines.md) · [setAmmoOnPylon](../commands/setAmmoOnPylon.md) · [animateBay](../commands/animateBay.md) · [setPylonsPriority](../commands/setPylonsPriority.md) · [setPylonLoadout](../commands/setPylonLoadout.md)

<sub>Source: [BI Community Wiki — animatePylon](https://community.bistudio.com/wiki/animatePylon) (revision 336888).</sub>
