Arma 3 Scripting

Command in Animations

animationPhase

Also available as Markdown and JSON, or read the original wiki page.

Description

Returns the phase of the given animation on the given object. Animation can be scripted (animate, animateSource, animateDoor) or engine driven. Animation names for an object could be found out with animationNames command. When animation is rotation, like with "MainTurret" for example, the output is in radians, to convert to degrees use deg command.

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 "".

_para animationPhase ""; // current animation phase

See also animate

Syntax

object animationPhase animationName

Parameters:

Returns: Number in range 0..1 - where 0 is the start point of the animation and 0 is the end point

Examples

Example 1

_building animate ["maindoor",1];
sleep 1;
_p = _building animationPhase "maindoor";// Returns 1, if the animation speed is two seconds

Example 2

_flagPole animationPhase "flag";

Example 3

_tank animationPhase "MainTurret";

Multiplayer

In Operation Flashpoint, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.

See also

animate · moveTime · setFaceAnimation · animateDoor · doorPhase · animateSource · animationSourcePhase · animationNames