---
name: "animationPhase"
type: command
status: ok
groups: ["Animations"]
arma3_since: "0.50"
locality: {"argument": "global", "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/animationPhase
revid: 379102
updated: 2026-10-03T12:06:54Z
---

# animationPhase

*Command · Animations · Arma 3 v0.50 · introduced in Operation Flashpoint v1.75*

Locality: arguments **global**

## Description

Returns the phase of the given animation on the given object. Animation can be scripted ([animate](../commands/animate.md), [animateSource](../commands/animateSource.md), [animateDoor](../commands/animateDoor.md)) or engine driven. Animation names for an object could be found out with [animationNames](../commands/animationNames.md) command. When animation is rotation, like with "MainTurret" for example, the output is in radians, to convert to degrees use [deg](../commands/deg.md) 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 "". 
>
> ```sqf
> _para animationPhase ""; // current animation phase
> ```
>
>  See also [animate](../commands/animate.md)

## Syntax

```sqf
object animationPhase animationName
```

**Parameters:**

- `object`: [Object](../topics/Object.md)
- `animationName`: [String](../topics/String.md) - name of the animation. This is the class-name of the animation defined in the addon's config.cpp

**Returns:** [Number](../topics/Number.md) in range 0..1 - where 0 is the start point of the animation and 0 is the end point

## Examples

### Example 1

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

### Example 2

```sqf
_flagPole animationPhase "flag";
```

### Example 3

```sqf
_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](../commands/animate.md) · [moveTime](../commands/moveTime.md) · [setFaceAnimation](../commands/setFaceAnimation.md) · [animateDoor](../commands/animateDoor.md) · [doorPhase](../commands/doorPhase.md) · [animateSource](../commands/animateSource.md) · [animationSourcePhase](../commands/animationSourcePhase.md) · [animationNames](../commands/animationNames.md)

<sub>Source: [BI Community Wiki — animationPhase](https://community.bistudio.com/wiki/animationPhase) (revision 379102).</sub>
