Since Arma 3 v2.24 parachutes are supported. The phases for a parachute animation are: 0...1 - pulling of the parachute from the bag, 1...2 - opening of the canopy, 2...3 packing of the canopy. The animation name is "". You can only skip forward the animation of the parachute. For example:
_paraanimate ["", 1]; // skips parachute animation forward to the canopy opening
Giving negative phase would delay the whole parachute opening animation until the phase rolls up to 0. See also animationPhase
Note
Arma 3:
It is recommended that animateSource command is used instead of animate whenever is possible, as it is more efficient and optimised for multiplayer
Since Arma 3 v1.58 animation names can be obtained with animationNames
Warning
Mixing animateSource command with animate command to animate the same part may produce some undefined behaviour.
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
speed: Boolean or Arma 3 v1.66 Number - (Optional, default false) when true animation is instant; Number > 0 is treated as config speed value multiplier
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.
Tyger
Also, to animate the object called "Bar Gate" in ArmA, use the following:
With this setting, the target will return to its usual behavior of going down when hit and automatically popping back up again. To make the target stay down after being hit, add the following line: