draugar 0 Posted January 13, 2016 I'm looking for some insight into why a vehicle won't hold a subclass listed under animationSources. I have defined a subclass of "ani_lightbar" which is a common class for vehicles that have a lightbar attached. The code is below: class AnimationSources: AnimationSources { class ani_lightbar { source = "user"; animPeriod = 1; initPhase = 0; }; }; I'm using these UserActions to check and change the initPhase when asked to: class UserActions { class codeOne { displayName = "<t color='#0000ff'>Lightbars Off</t>"; position = "drivewheel"; radius = 100; condition = "driver this == player && (this animationPhase 'ani_lightbar' > 0.1)"; statement = "this animate ['ani_lightbar', 0]"; onlyForplayer = 1; }; class codeTwo { displayName = "<t color='#0000ff'>Lightbars On</t>"; position = "drivewheel"; radius = 100; condition = "driver this == player && (this animationPhase 'ani_lightbar' == 0)"; statement = "this animate ['ani_lightbar', 1 ]"; onlyForplayer = 1; }; }; I've studied the config and other configs that use the same method and have not been able to figure out the problem. I've changed the initPhase value to "1", or another number, and when I go in game to test it with the debug screen, it always returns "0". This is the code I use to test it: hint format ["The animation is %1", cursorTarget animationPhase 'ani_lightbar']; I know the code works because I tried it on other vehicles. I tried it looking at nothing and it always returns "0" too. That's why I think this particular is not holding the animationSource at all. I even tried replacing cursorTarget with player vehicle, and I get the same results. I have tried many times to change the value through, not only the config, but manually with the debug screen using this code: cursorTarget animate ["ani_lightbar",1]; No matter what I try it will not hold the initPhase value. Share this post Link to post Share on other sites