Jump to navigation Jump to search
Hover & click on the images for descriptions
- Sets object position. The position is clamped to the bound of minXYZ: [-50k,-50k,-50k]; maxXYZ: [500k,500k,500k] (See Position)
- object setPos pos
- object: Object
- pos: Array - position in format PositionAGL or Position2D
- Return Value:
- 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);
- Posted on 6 Feb, 2011
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
- You can use getPos and setPos on triggers.