Animate

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 Activates given object animation. Animation is defined in CfgModels *Animations* class of model.cfg or another model config. To animate door of the house from example below: house **animate** ["Door\_1\_rot", 1];

```
class Animations
{
 class Door\_1\_rot
 {
 type = rotation;
 source = Door\_1\_source;
 selection = Door\_1;
 axis = Door\_1\_axis;
 memory = 1;
 minValue = 0.1;
 maxValue = 1;
 angle0 = 0;
 angle1 = (rad 110);
 };
 class Door\_Handle\_1\_rot\_1
 {
 type = rotation;
 source = Door\_1\_handle\_source;
 selection = Door\_Handle\_1;
 axis = Door\_Handle\_1\_axis;
 memory = 1;
 minValue = 0;
 maxValue = 0.1;
 angle0 = 0;
 angle1 = (rad -50);
 };
};

```

Since model.cfg is not always available for reference, most animation names could also be obtained from animationNames command. Class names listed in CfgVehicles *AnimationSources* bound to "Proxy" controller can also be animated with **animate** command (see createVehicle/vehicles): offroad **animate** ["HideBackpacks", 0];

### 基本句法

句法:
 objectName **animate** [animationName, phase, instant] 参数:objectName: Object
[animationName, phase, instant]: Array
animationName: String - name of the animation. This is the class-name of the animation defined in the config.
phase: Number - range 0 (start point of the animation) to 1 (end point of the animation). The speed, in which the animation is processed, is defined in the addon's config.cpp and cannot be changed during running missions.
instant: Bool - true: animated instantly and without sound, false: normal animation (*since Arma 3 v1.47*)返回值:
 Nothing
### 范例

范例1:`_building **animate** ["maindoor", 1];`
范例2:`_building **animate** ["Door_1_rot", 1, true];`
范例3:Create Offroad and add flashing police light bar:`offroad = "C_Offroad_01_F" createVehicle (player getRelPos [5, 0]);
offroad **animate** ["HidePolice", 0];
offroad **animate** ["BeaconsStart", 1];`
### 额外资讯

animationPhaseanimateSourcesetFaceAnimationanimateDooranimationNames
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

Posted on Aug 2007
**Mikero**Animations can be used on existing game models such as houses that have doors eg. The general syntax is house animate ["dvere1",1] to 'open' the door and house animate ["dvere1",0] to 'close it'. Whether used on Oem addons, or official ones, an internal working knowledge (via config.cpp) of the model's animated name(s) is required.

'open' and 'close' are visual perceptions of the state of the model, and are a design decision of the p3d. Open does not, necessarily mean, 1, and close does not mean 0.
'0' and '1' are better seen as FULLY\_OFF and FULLY\_ON

If a door is initially closed in the model, FULLY\_ON, will open it. If it is initialy OPEN visually, in the model, FULLY\_ON will close it.

initphase=1; (in config cpp) does not alter open and close meanings, all it does, is, set the model to the 'on' (rather than 'off') state to begin with. Whether on means open or close visually, is a p3d design decision.

Posted on June 2011
**Tyger**Also, to animate the object called "Bar Gate" in ArmA, use the following: `myGate **animate** ["Bargate",1]` to close it, and `myGate **animate** ["Bargate", 0]` to open it.

### Bottom Section

Posted on June 21, 2015 - 16:41 (UTC)
LeClubBWA

With this command you can switch the offroad police lights on like this :

`_vehicle animate ["BeaconsStart",1];`

And switch it off :

`_vehicle animate ["BeaconsStart",0];`

Posted on February 16, 2016 - 21:33 (UTC)
RageBone

Aparently "Bargate" was exchainged with "Door\_1\_rot"

Doesen't work:

`object animate ["Bargate", 0];`

Works:

`object animate ["Door_1_rot", 0];`

Posted on March 14, 2016 - 00:34 (UTC)
Killzone Kid

To animate bargate use animateSource:
`bargate animateSource ["Door_1_source", 1];`