BIS_fnc_destroyer01EdenInit

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Description

Description:
/*
	Author: Bravo Zero One development
	- John_Spartan

	Description:
	- This is a sub function designed to assemble dynamic ship (multi-part structure) in EDEN editor. Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space.
	Function will update initial init setup on EDEN editor invoked.

	Execution:
	- Call from EH on the main ship's base model (blank model with memory points and reference config).

		Example:
		class Eventhandlers
		{
			init = "_this call BIS_fnc_Destroyer01Init";								//main init fnc, will assemble ship in game
			AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01EdenInit";			//function to update objects position in EDEN editor if attributes changed by player
			Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate";					//function to update objects position in EDEN editor if attributes changed by player
			RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit";			//initial EDEN init fnc (main init is still called)
			UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete";		//function  to delete all ship objects in EDEN editor
		};

	Requirements:
	- An array of ship parts/objects as a variable attached to main ship base. This array is created by main BIS_fnc_Destroyer01Init.

	Parameter(s):
		_this select 0: mode (Scalar)
		0: ship Base/object
		and
		1: array of objects in variable in base objects names-pace ["bis_carrierParts", []];

	Returns: nothing
	Result: Ship's position is updated in EDEN editor.

*/
🏗
Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki.
Execution:
call
Groups:
Destroyer

Syntax

Syntax:
[] call BIS_fnc_destroyer01EdenInit
Return Value:
Return value needed

Examples

Examples:
Example needed

Additional Information

See also:
See also needed

Notes

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