From Bohemia Interactive Community
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- Operation Flashpoint
- Sets object heading. Angles are measured in degrees clockwise from north, and regular range goes from 0 to 360 (0° = N, 90° = E, 180° = S, 270° = W). Negative angles represent a counter-clockwise angle.
- Example 1:
unit1 setDir 45 // will set unit1 to face North-East
- Example 2:
unit1 setDir -675 // will also set unit1 to face North-East (= 45-360-360)
- Posted on November 27, 2013
Make sure you setDir BEFORE you set position. Setting direction after set position could lead to unpredictable behaviour. For example main part of the hospital building in Arma 3 can lose collision detection near both side entrances. AI will also can get confused and will stop detecting obstacles if setDir called after setPos.
- Posted on May 9, 2007 - 20:43 CET
Though effects of this command remain local, you can do a setPos afterwards to synchronize the direction on all machines in MP.
myObj setDir 90; myObj setPos getPos myObj;
- Posted on January 9, 2009 - 22:21
In ArmA, the effect of setDir is synchronized across the network.
- Posted on April 5th, 2011
In OA 1.59 the comment of Manny still holds true for createVehicle'd empty vehicles by the server.
For the player object a local setDir alone is enough.
- Posted on July 10, 2010 - 16:34
In ArmA 2 OA, this command only makes the unit glance momentarily to the direction. To change his heading more permanently use setFormDir.
- Posted on August 28, 2013
Be careful letting the command to do the conversion for you when the angle is < 0 or > 360
player setDir 360+1; hint str direction player; //1 player setDir -360+1; hint str direction player; //1.00001 player setDir 360*5+1; hint str direction player; //1.00002 player setDir -360*5+1; hint str direction player; //0.999972 player setDir 360*10+1; hint str direction player; //0.999876 player setDir -360*10+1; hint str direction player; //1 player setDir 360*100000+1; hint str direction player; //358.24 player setDir -360*100000+1; hint str direction player; //1.76001 player setDir 360*10000000+1; hint str direction player; //298.591 player setDir -360*10000000+1; hint str direction player; //61.4094
- Posted on November 25, 2013
In Arma 3, setDir affects vectorUp, vectorDir and velocity of the object it applied to. While this is not noticeable with stationary objects, a moving objects will have its orientation and velocity reset. So if you are planning on using setDir on a moving object, make sure you read the velocity value before and restore it after if you want the object to continue to move.
_vel = velocity _object; _object setDir 45; _object setVelocity _vel;With orientation it is a bit more complicated. setDir resets vectorUp to [0,0,1] and changes vectorDir accordingly to accommodate set direction. If your object's vectorUp is not [0,0,1] and you want to keep it this way, then you have to use setVectorDirAndUp to change object's direction not setDir. This is also the reason why it is better to use setVectorDirAndUp instead of setDir on attached objects for a better control of object's orientation.
- Posted on November 22, 2014 - 20:05 (UTC)
- Killzone Kid
To setDir for AI unit, setFormDir first:
_ai setFormDir 180; _ai setDir 180;
- Posted on February 9, 2018 - 14:57 (UTC)
- setDir is not propagated across the network when used on mines. Clients will see mines facing zero. This is especially noticeable on tripwire mines. Use remoteexec to run the setdir command on the mine for all clients.