theend3r 83 Posted May 28, 2017 I know how to execute basic animations (i.e. car doors) but I simply can't find the animation names for the new planes. I've tried animationNames, which provided the following animation source list: Spoiler MFD_off MFD_on MFD_radar_ON MFD_radar_hide MFD_Mball_off MFD_Mball_up_hide MFD_Mball_ok_hide_1 MFD_Mball_ok_hide_2 MFD_Mball_down_hide MFD_masterCaution_hide MFD_apuFire_hide MFD_engine_l_fire_hide MFD_engine_r_fire_hide MFD_Damage_Hide MFD_gun_ammo_indicator MFD_flaps_indicator MFD_gear_up MFD_gear_down MFD_horizon_ball_rotate MFD_horizon_ball_HorizonDive_0 MFD_horizon_ball_HorizonDive_1 MFD_horizon_ball_HorizonDive_2 MFD_compass_rotate MFD_fuel_indicator MFD_eng_throttle_indicator_hide MFD_eng_throttle_indicator_1 MFD_eng_throttle_indicator_2 MFD_eng_throttle_indicator_3 MFD_eng_throttle_indicator_4 MFD_eng_throttle_indicator_5 MFD_eng_throttle_indicator_6 MFD_eng_throttle_indicator_7 MFD_eng_throttle_indicator_8 MFD_eng_throttle_indicator_9 MFD_eng_throttle_indicator_10 MFD_eng_throttle_indicator_11 MFD_eng_throttle_indicator_12 MFD_eng_throttle_indicator_13 MFD_eng_throttle_indicator_14 MFD_eng_throttle_indicator_15 MFD_eng_throttle_indicator_16 MFD_eng_throttle_indicator_17 MFD_eng_throttle_indicator_18 MFD_eng_throttle_indicator_19 MFD_eng_throttle_indicator_20 MuzzleFlashROT Pylon_1_damageHide Pylon_2_damageHide Pylon_3_damageHide Pylon_4_damageHide stick_pilot_Bank stick_pilot_Dive throttle_pilot canopy_hide canopy_open canopy_hydraulic_1 canopy_hydraulic_2 canopy_hydraulic_3_1 canopy_hydraulic_3_2 ladder_door ladder_fold ladder_fold_1 ladder_fold_2 ladder_colapse_1 ladder_colapse_2 ladder_colapse_3 ejection_seat_hide ejection_seat_motion pylon_1_hide pylon_2_hide pylon_3_hide pylon_4_hide slat_l1_aoa slat_l2_aoa slat_r1_aoa slat_r2_aoa slat_l1_flap slat_l2_flap slat_r1_flap slat_r2_flap aileron_l aileron_l_flap aileron_r aileron_r_flap aileron_l_cover_a aileron_r_cover_a flap_l flap_r flap_l_cover flap_r_cover aileron_l_cover aileron_r_cover rudder_l rudder_l_brake rudder_r rudder_r_brake elevator_l_1 elevator_l_2 elevator_r_1 elevator_r_2 gear_door_f_1 gear_door_f_2 gear_door_f_3 gear_door_f_4 gear_door_f_5 gear_door_l_1 gear_door_l_2 gear_door_r_1 gear_door_r_2 gear_f gear_f_hook gear_f_hook_down gear_f_hydraulic_1 gear_f_hydraulic_2 suspension_f gear_f_suspension_spring_1 gear_f_suspension_spring_2 suspension_f_lock gear_f_suspension_spring_1_lock gear_f_suspension_spring_2_lock gear_f_stearing gear_rear_l gear_rear_hydraulic_l_1 gear_rear_hydraulic_l_2_stage1 gear_rear_hydraulic_l_2_stage2 gear_rear_hydraulic_l_2_fold suspension_l gear_rear_suspension_spring_l_1 gear_rear_suspension_spring_l_2 suspension_l_lock gear_rear_suspension_spring_l_1_lock gear_rear_suspension_spring_l_2_lock gear_rear_r gear_rear_hydraulic_r_1 gear_rear_hydraulic_r_2_stage1 gear_rear_hydraulic_r_2_stage2 gear_rear_hydraulic_r_2_fold suspension_r gear_rear_suspension_spring_r_1 gear_rear_suspension_spring_r_2 suspension_r_lock gear_rear_suspension_spring_r_1_lock gear_rear_suspension_spring_r_2_lock wheels_f wheel_l wheel_r engine_fan_l engine_fan_r engine_nozzle_l1 engine_nozzle_l1_aileron engine_nozzle_l1_cover engine_nozzle_l1_cover_aileron engine_nozzle_r1 engine_nozzle_r1_aileron engine_nozzle_r1_cover engine_nozzle_r1_cover_aileron engine_nozzle_l2 engine_nozzle_l2_aileron engine_nozzle_l2_cover engine_nozzle_l2_cover_aileron engine_nozzle_r2 engine_nozzle_r2_aileron engine_nozzle_r2_cover engine_nozzle_r2_cover_aileron engine_fire_l engine_fire_right engine_fire_l_damage_hide engine_fire_r_damage_hide tailhook tailhook_door_l tailhook_door_r wing_fold_r wing_fold_cover_r wing_fold_l wing_fold_cover_l weapons_bay_l_1 weapons_bay_l_2 weapons_bay_r_1 weapons_bay_r_2 weapons_rail_l_1 weapons_rail_l_1_retract weapons_rail_l_1_colapse weapons_rail_r_1 weapons_rail_r_1_retract weapons_rail_r_1_colapse weapons_bay_c_1 weapons_bay_c_2 weapons_bay_c_3 weapons_bay_c_4 collision_lights_green collision_lights_green_wing collision_lights_red collision_lights_red_wing collision_lights_white_blinking MainTurret MainGun out of which "canopy_open" seems hopeful but does nothing with any of the following commands: animateDoor , animate or animateSource. Anyone have any ideas? Having an airport/carrier full of planes with open canopies doesn't look very immersive. Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted May 28, 2017 Good question, only "canopy_hide" seems to work. Can recall having to pull forcedAnims out of the config for my vehicle tuning dialog, so when animating one source you'd have to animate n other sources or it wouldn't work/look odd. Maybe things are similar here but couldn't find anything going through the planes config. Did you try turning the jets engine to on and animate afterwards? No idea otherwise. Cheers Share this post Link to post Share on other sites
f2k sel 164 Posted May 28, 2017 This works but takes a while to activate. null=this spawn {driver _this hideobject true;driver _this leaveVehicle _this; sleep 14;deletevehicle driver _this}; deleting the pilot once the canopy starts to close will work much quicker but the engines will start and need turning off after deleting the pilot. null=this spawn {driver _this forcespeed 0;sleep 2;deletevehicle driver _this;_this engineon false;}; I 1 Share this post Link to post Share on other sites
theend3r 83 Posted May 28, 2017 5 hours ago, Grumpy Old Man said: Good question, only "canopy_hide" seems to work. Can recall having to pull forcedAnims out of the config for my vehicle tuning dialog, so when animating one source you'd have to animate n other sources or it wouldn't work/look odd. Maybe things are similar here but couldn't find anything going through the planes config. Did you try turning the jets engine to on and animate afterwards? No idea otherwise. Cheers No change with engines on/off. 2 hours ago, f2k sel said: This works but takes a while to activate. null=this spawn {driver _this hideobject true;driver _this leaveVehicle _this; sleep 14;deletevehicle driver _this}; deleting the pilot once the canopy starts to close will work much quicker but the engines will start and need turning off after deleting the pilot. null=this spawn {driver _this forcespeed 0;sleep 2;deletevehicle driver _this;_this engineon false;}; I This definitely works. Using the first solution combined with _driver setAnimSpeedCoef 100 makes it nearly instant. It still produces the spool-down sound and closing animation but at least it works. Thanks. What I use: Spoiler A delay of 2s is enough. null = this spawn {_driver = driver _this; _driver hideobject true; _driver setAnimSpeedCoef 100; _driver leaveVehicle _this; sleep 2; deletevehicle _driver}; Share this post Link to post Share on other sites
ampersand38 344 Posted July 20, 2020 It looks like the canopy closes when a unit gets out of the jet. So if you put a jet with a pilot in editor and then fully damage both engines, the pilot will automatically climb out and leave the canopy closed. Share this post Link to post Share on other sites
Melody_Mike 127 Posted August 13, 2020 Hiya everybody. Has anyone in the intervening years found a more elegant solution to this? This thread: Suggests a similar solution with a dummy pilot that's deleted. But I would like my plane to instantly take off and fly (using BIS_fnc_AircraftCatapultLaunch ). This excludes solutions where the plane is started in the air but teleported to the ground. Is there really no way for a plane to start with its canopy closed? Share this post Link to post Share on other sites
pierremgi 4739 Posted August 13, 2020 I never found a workable animation for that... Seems to be a macro in jet model. Perhaps asking BI devs for a little code? Share this post Link to post Share on other sites
Melody_Mike 127 Posted August 13, 2020 Alright! .. Where do I sign up for such a question to the BI devs (knowing they are obviously busy)? Share this post Link to post Share on other sites
pierremgi 4739 Posted August 13, 2020 https://feedback.bistudio.com/w/ft_a3_howto/ as new feature request. 1 Share this post Link to post Share on other sites
DasLittlePuma 0 Posted November 19, 2022 I know it's a bit late but i found out that the animation "ladder_fold" does close the canopy and the ladder. This is the command: this animate ["ladder_fold", 16, true]; Share this post Link to post Share on other sites
pierremgi 4739 Posted November 20, 2022 On 11/19/2022 at 12:49 PM, DasLittlePuma said: I know it's a bit late but i found out that the animation "ladder_fold" does close the canopy and the ladder. This is the command: this animate ["ladder_fold", 16, true]; Late and not accurate. Which aircraft? Welcome on forum btw. Share this post Link to post Share on other sites