zukov 490 Posted September 9, 2023 How to enable the animations in this props? 1) Portable Flag Pole (Project Argo) 2) Rugged Communications props (Project Argo) the first is pretty cool for a conquest mode the second for an cool endgame mode Thanks in advance 1 Share this post Link to post Share on other sites
jandrews 116 Posted September 9, 2023 yeah this stuff looks cool. will be following this thread for more info. Share this post Link to post Share on other sites
Stormmy1950 42 Posted September 9, 2023 Ok so if you want to get animations from a object best way i found it is like this. Place a object on a map and take a control of a unit. Once in game look at the object and put this code in Debug Console: private _animations = animationNames cursorTarget; copyToClipboard str _animations; Then open notepad or what ever IDE you are using and just paste the outcome and there you will have animation names: now to play animation on a object you can use command animate:https://community.bistudio.com/wiki/animate cursorTarget animate ["animation Name put here", 1]; Share this post Link to post Share on other sites
JCataclisma 80 Posted September 9, 2023 Other way to get available animations for most objects, is to add it on editor, then right-click and select "View in Config File". In the new full-screen window that will open, at the left you can double-click on the highlighted name of the current object, and then double-click again on the "Animations" sub-menu. Usually it will also show the statement/required command to work, as sometimes it's going to need a different approach then "animate" - vehicles doors for instance, sometimes they use "animateSource", other times need "animateDoor". Still regarding vehicle doors, usually the ones which use "animateDoor" will allow you to specify how much open/close you want. Let's say you try it on the Taru Medical Pod, it uses different commands for the ramp and the door, like: _x animateDoor ["Door_6_source", 1]; // the rear ramp can only be full open or closed; _x animateSource ["Door_4_source", 0.85]; // the side door can be open as much as you want (0 is closed, 1 is open); Also, as you might have seen on Wiki, it's recommended to use a newer version called "animateSource", instead of "animate". So if your commands don't work, that might be the reason why.https://community.bistudio.com/wiki/animate Share this post Link to post Share on other sites
pierremgi 4897 Posted September 10, 2023 19 hours ago, zukov said: How to enable the animations in this props? 1) Portable Flag Pole (Project Argo) this addAction ["hoist my flag",{ params ["_tgt","_caller","_id"]; _tgt forceFlagTexture ""; sleep 1; _tgt forceFlagTexture getText (configFile / "cfgFactionClasses" / faction _caller / "flag"); _tgt animateSource ["flag_source",0,true]; _tgt animateSource ["flag_source",1,10]; }]; 20 hours ago, zukov said: 2) Rugged Communications props (Project Argo) for RuggedTerminal_01_communications_F or RuggedTerminal_02_communications_F or RuggedTerminal_01_communications_hub_F: this addAction ["open terminal", { params ["_tgt","_caller","_id"]; _tgt animateSource ["Terminal_source",100,false] }]; this addAction ["close terminal", { params ["_tgt","_caller","_id"]; _tgt animateSource ["Terminal_source",0,false] }]; 3 1 Share this post Link to post Share on other sites
zukov 490 Posted September 10, 2023 thanks @pierremgi!! Share this post Link to post Share on other sites
tobias-ripper 2 Posted November 17, 2023 hey good thing you've made this post. thanks @pierremgi that data helped me better understand some stuff. so, in my own quest to find how to animate this object, digging through the config, i've came up with this: [object,['Terminal_source','Terminal_source_sound','Terminal_source_sound_case_01','Terminal_source_sound_case_02'],100,4] call bis_fnc_LinkTerminal_Animations; or change the 100 value to 0 to close it all up: [object,['Terminal_source','Terminal_source_sound','Terminal_source_sound_case_01','Terminal_source_sound_case_02'],*0,4] call bis_fnc_LinkTerminal_Animations; it works perfectly fine on self hosted, need to test on dedi. haven't tried with other objects. the animation for this one is a "checkbox" type (in the editor), so this effectivelly takes all the sources and "forEach" them in the function. haven't found any info on that function so well.. 10 years later?.- Share this post Link to post Share on other sites
pierremgi 4897 Posted November 17, 2023 /* bis_fnc_LinkTerminal_Animations */ Spoiler params["_object","_animations","_value",["_speed",false],["_faction",-1],["_node",""]]; if(_faction != -1)then{_object setVariable [_node, _faction]}; { _object animateSource [_x, _value, _speed]; }foreach _animations; _object animateSource ['Terminal_node_1_source_sound', _value, _speed]; As you can see, the main command of this BI function is animateSource which is GA GE (can run from any pc and global effect) So no problem on dedicated. If you want to apply this function on a different object, make sure animateSource works on it. Share this post Link to post Share on other sites