currentVisionMode: Difference between revisions
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{{ | {{RV|type=command | ||
| arma2oa |= | |game1= arma2oa | ||
|version1= 1.50 | |||
|1. | |game2= tkoh | ||
|version2= 1.00 | |||
| | |game3= arma3 | ||
|version3= 0.50 | |||
| | |arg= global | ||
* 0 - | |gr1= Weapons | ||
|descr= Returns current vision mode of unit's weapon. Vision mode could be one of: | |||
* 0 - normal vision | |||
* 1 - night vision | * 1 - night vision | ||
* 2 - thermal vision |= | * 2 - thermal vision | ||
Alternative syntaxes additionally return FLIR index (see [[setCamUseTI]]) of the thermal vision mode (See also [[Arma_3:_Event_Handlers#VisionModeChanged | "VisionModeChanged"]] entity event handler) | |||
|s1= [[currentVisionMode]] entity | |||
|p1= entity: [[Object]] - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode | |||
|r1= [[Number]] - vision mode | |||
|s2= [[currentVisionMode]] [entity] | |||
|s2since= arma3 2.08 | |||
|p21= entity: [[Object]] - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode | |||
|r2= [[Array]] in format [vision mode, FLIR index] | |||
|s3= vehicle [[currentVisionMode]] turretPath | |||
|s3since= arma3 2.08 | |||
|p41= vehicle: [[Object]] - vehicle with vision modes | |||
|p42= turretPath: [[Array]] format [[Turret Path]] - path to vehicle's turret. Use [-1] for driver turret, [] for default primary gunner turret | |||
|r3= [[Array]] in format [vision mode, FLIR index] | |||
|s4= unit [[currentVisionMode]] weapon | |||
|s4since= arma3 2.08 | |||
|p61= unit: [[Object]] - soldier | |||
| ' | |p62= weapon: [[String]] - unit's weapon. Use "" for current weapon | ||
| | |r4= [[Array]] in format [vision mode, FLIR index] | ||
|x1= <sqf>_visionMode = currentVisionMode gunner _tank;</sqf> | |||
|x2= <sqf> | |||
|x1= < | if (currentVisionMode player == 1) then | ||
|x2= < | |||
{ | { | ||
hint "nightvision active"; | hint "nightvision active"; | ||
}; | }; | ||
</ | </sqf> | ||
| [ | |x3= <sqf> | ||
private _detailedVisionMode = currentVisionMode [gunner _tank]; | |||
_detailedVisionMode params ["_mode", "_flirIndex"]; | |||
</sqf> | |||
|x4= <sqf>private _detailedGunnerVisionMode = _tank currentVisionMode [0];</sqf> | |||
</ | |||
< | |x5= <sqf>private _detailedWeaponVisionMode = player currentVisionMode "";</sqf> | ||
[[ | |seealso= [[disableNVGEquipment]] [[disableTIEquipment]] [[camUseNVG]] [[setCamUseTI]] [[currentMagazine]] [[currentWeapon]] [[currentMuzzle]] [[currentWeaponMode]] [[currentZeroing]] [[magazinesTurret]] [[weaponsTurret]] | ||
[[ | }} | ||
[[ | |||
[[ | |||
[[ | |||
{{Note | |||
|user= AgentRev | |||
|timestamp= 20160429213100 | |||
|text= {{Feature|obsolete||arma3|2.08}} | |||
The return value is somewhat erratic for UAVs. For example, if you are connected to a UAV, with the turret set to thermal vision and PIP feed enabled, "currentVisionMode gunner _uav" returns 2 when controlling the turret, but returns 0 after releasing control, even thought the PIP feed is still in thermal mode. WIth nightvision, it will return 1 whether or not you are controlling the turret, but if you switch from 1st to 3rd person before releasing control, then it returns 0 afterwards... | The return value is somewhat erratic for UAVs. For example, if you are connected to a UAV, with the turret set to thermal vision and PIP feed enabled, "currentVisionMode gunner _uav" returns 2 when controlling the turret, but returns 0 after releasing control, even thought the PIP feed is still in thermal mode. WIth nightvision, it will return 1 whether or not you are controlling the turret, but if you switch from 1st to 3rd person before releasing control, then it returns 0 afterwards... | ||
}} | |||
Latest revision as of 16:19, 16 December 2022
Description
- Description:
- Returns current vision mode of unit's weapon. Vision mode could be one of:
- 0 - normal vision
- 1 - night vision
- 2 - thermal vision
- Groups:
- Weapons
Syntax 1
- Syntax:
- currentVisionMode entity
- Parameters:
- entity: Object - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode
- Return Value:
- Number - vision mode
Syntax 2
- Syntax:
- currentVisionMode [entity]
- Parameters:
- entity: Object - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode
- Return Value:
- Array in format [vision mode, FLIR index]
Syntax 3
- Syntax:
- vehicle currentVisionMode turretPath
- Parameters:
- vehicle: Object - vehicle with vision modes
- turretPath: Array format Turret Path - path to vehicle's turret. Use [-1] for driver turret, [] for default primary gunner turret
- Return Value:
- Array in format [vision mode, FLIR index]
Syntax 4
- Syntax:
- unit currentVisionMode weapon
- Parameters:
- unit: Object - soldier
- weapon: String - unit's weapon. Use "" for current weapon
- Return Value:
- Array in format [vision mode, FLIR index]
Examples
- Example 1:
- Example 2:
- Example 3:
- Example 4:
- Example 5:
Additional Information
- See also:
- disableNVGEquipment disableTIEquipment camUseNVG setCamUseTI currentMagazine currentWeapon currentMuzzle currentWeaponMode currentZeroing magazinesTurret weaponsTurret
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Apr 29, 2016 - 21:31 (UTC)
-
The return value is somewhat erratic for UAVs. For example, if you are connected to a UAV, with the turret set to thermal vision and PIP feed enabled, "currentVisionMode gunner _uav" returns 2 when controlling the turret, but returns 0 after releasing control, even thought the PIP feed is still in thermal mode. WIth nightvision, it will return 1 whether or not you are controlling the turret, but if you switch from 1st to 3rd person before releasing control, then it returns 0 afterwards...