setPos

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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Sets object position.

Syntax

Syntax:
object setPos pos
Parameters:
object: Object
pos: Array - position in format PositionAGL or Position2D
Return Value:
Nothing

Examples

Example 1:
player setPos [getPos player select 0, getPos player select 1, (getPos player select 2) +10]; //the same as above using modelToWorld: player setPos (player modelToWorld [0,0,10]); //the same as above using vectorAdd: player setPos (getPos player vectorAdd [0,0,10]);
Example 2:
_obj setPos [ getPos _obj select 0, getPos _obj select 1, -5];
Example 3:
player setPos (getPos _obj);

Additional Information

Multiplayer:
ArmA 1.00 - 1.06: This command has local effect, but some simulation types do synchronise their changes over the network whilst others do not. The only known object types that currently, don't synchronise their positions over the net, are statics (simulation = "house"). Since ArmA 1.08 and later the command is global for every object again.
See also:
setPosASLgetPossetVehiclePositionsetPosAGLS

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on 6 Feb, 2011
Hduregger
Calling setPos on an object can cause the object's orientation to change. This depends on the terrain and/or objects below the object. This was tested by calling setPos on a test object with the position of a helicopter (modelToWorld with some offset). When flying over land the orientation of the test object would rapidly change depending on the slope of the ground and objects beneath it. Comment applicable to Ver 1.96 and earlier:
obj1 setPos [x,y,z] Will place most objects z metres above ground level (negative numbers for underground). But if obj1 is a trigger then it will be placed z metres above sea level. This can be very useful if you want to check a unit's height above sea level but it can be a problem if you want to move a trigger to create an explosion or a sound. To move a trigger to a location at ground level: triggername setPos [x,y,0]; triggername setPos [x,y,abs(getPos triggername select 2)]; Note for Armed Assault: Using setPos for a trigger will work in exactly the same way that setPos works for other objects - namely that setPos [x,y,z] will place the trigger z metres above ground level. SetPos for static objects like a ammo crate do not work in MP.
Posted on 23 Nov, 2011
Tankbuster
You can use getPos and setPos on triggers.

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