# Animations (scripting commands)

- [animate](../../commands/animate.md): Activates given object animation. Animation is defined in CfgModels animations class.
- [animateBay](../../commands/animateBay.md): 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.
- [animateDoor](../../commands/animateDoor.md): Animates a door on a vehicle. Animation is defined in config file in CfgVehicles -> AnimationSources. Wanted animation phase is set with phase param. This command works only on animation sources with "door" controller.
- [animatePylon](../../commands/animatePylon.md): 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.
- [animateSource](../../commands/animateSource.md): Process an animation of the object. If animate uses class name from CfgModels *Animations*, animateSource uses name defined by the *source* property. AnimationSources can animate multiple animate Animations.
- [animationNames](../../commands/animationNames.md): Returns Array of Strings where elements are the names of model animations, which should theoretically be available for use with animate command.
- [animationPhase](../../commands/animationPhase.md): Returns the phase of the given animation on the given object. Animation can be scripted (animate, animateSource, animateDoor) or engine driven.
- [animationSourcePhase](../../commands/animationSourcePhase.md): Returns current animation phase of given source. Similar to animationPhase or doorPhase but designed to complement animateSource.
- [animationState](../../commands/animationState.md): Returns the name of a unit's current primary animation. Seems to be forced to lower case in Arma 3.
- [doorPhase](../../commands/doorPhase.md): Return animation phase of door on vehicle.
- [elevatePeriscope](../../commands/elevatePeriscope.md): Elevates periscope of a vehicle. Vehicles in Arma 3 which are compatible with this tech are Strider, remote laser designators, the robot arm on Eddie, etc.
- [gestureState](../../commands/gestureState.md): Returns the name of a unit's current gesture. Seems to be forced to lower case in Arma 3.
- [getAnimAimPrecision](../../commands/getAnimAimPrecision.md): Returns aim precision for current animation
- [getAnimSpeedCoef](../../commands/getAnimSpeedCoef.md): Get coefficient for animation speed.
- [getUnitMovesInfo](../../commands/getUnitMovesInfo.md): Returns various information about the unit moves (primary animation) and gestures (masked animation)
- [moveTime](../../commands/moveTime.md): Returns the current time of the most important RTM animation currently being played on the soldier.
- [periscopeElevation](../../commands/periscopeElevation.md): Returns current periscope elevation value, see also elevatePeriscope.
- [playAction](../../commands/playAction.md): When used on a person, a smooth transition to the given action will be initiated.
- [playActionNow](../../commands/playActionNow.md): When used on a person, a smooth transition to the given action will be initiated, but all previous playAction are discarded.
- [playGesture](../../commands/playGesture.md): When used on a person,a smooth transition to the given move will be initiated. Command doesn't seem to be functional
- [playMove](../../commands/playMove.md): When used on a person, smooth transition to given move will be done.
- [playMoveNow](../../commands/playMoveNow.md): When used on a person,a smooth transition to the given move will be initiated, but all previous playMove are discarded.
- [setAnimSpeedCoef](../../commands/setAnimSpeedCoef.md): Sets a coefficient for animation speed (0.5 will play animations half the speed, 2 twice the speed).
- [setFaceAnimation](../../commands/setFaceAnimation.md) **[broken]**: Sets facial animation phase (eye blinking).
- [switchAction](../../commands/switchAction.md): When used on a person, the given action is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if there is no transition back, otherwise the person may be stuck.
- [switchGesture](../../commands/switchGesture.md): When used on a person,the given move is started immediately (without transition).
- [switchMove](../../commands/switchMove.md): Immediately applies given animation to the unit. For a smooth transition from the current animation (by connecting animations successively, e.g `CurrentAnim -> Intermediate1 -> Intermediate2 -> TargetAnim`), use…
- [useAudioTimeForMoves](../../commands/useAudioTimeForMoves.md): Switch between elapsed game time and audio time being used as animation timer. Used for audio/animation synchronization.
