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Introduced with Arma 2: Operation Arrowhead version 1.51

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Introduced in

Arma 2: Operation Arrowhead


Places an object at an interpolated position between two other objects and sets its vectors in proportion to the relative position. The final position/vector is determined by the "interval" specified in the command. This assumes an imaginary path between the two reference objects, where at the beginning of the path (interval: 0) the position and vector are identical to the first reference object, at the end of the path (interval: 1) they're identical to the second reference object, and at 0.5 they are halfway in between (See setVelocityTransformation (VBS2) for more details).

This command works in multiplayer provided the velocity component is set correctly. It helps the engine to figure out what the next position of the moving object should be on other clients.


object setVelocityTransformation [position1, position2, velocity1, velocity2, direction1, direction2, upVector1, upVector2, interval]
object: Object - Object to be positioned
position1: PositionASL - ASL position of first reference object
position2: PositionASL - ASL position of second reference object
velocity1: Vector3D - Velocity of first reference object
velocity2: Vector3D - Velocity of second reference object
direction1: Vector3D - Direction vector of first reference object
direction2: Vector3D - Direction vector of second reference object
upVector1: Vector3D - Upright vector of first reference object
upVector2: Vector3D - Upright vector of second reference object
interval: Number - Relative position between the two reference objects where the manipulated object will be placed at. (Range 0..1)
Return Value:


Example 1:
_tracker setVelocityTransformation [ getPosASL _currentPos, getPosASL _nextPos, velocity _currentVelocity, velocity _nextVelocity, vectorDir _currentVectorDir, vectorDir _nextVectorDir, vectorUp _currentVectorUp, vectorUp _nextVectorUp, _timeDiff ];
Example 2:
Bob on imaginary stairway to heaven:bob = createAgent ["C_man_1", player getRelPos [5, 0], [], 0, "CAN_COLLIDE"]; bob switchMove "ladderciviluploop"; pos1 = getPosASL bob; pos2 = pos1 vectorAdd [0,0,0.75]; bob addEventHandler ["AnimDone", { pos1 = pos2; pos2 = pos2 vectorAdd [0,0,0.75] }]; onEachFrame { if (!alive bob) then { onEachFrame {}; bob switchMove ""; bob removeAllEventHandlers "AnimDone"; }; bob setVelocityTransformation [ pos1, pos2, [0,0,0], [0,0,0], [0,1,0], [0,1,0], [0,0,1], [0,0,1], moveTime bob ]; };

Additional Information

See also:


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Add New Note | How To


Posted on Aug 4, 2014 – 12:35
(A3 1.24) Generally speaking setVelocityTransformation is more likely a combination of setPosASL, setVectorDirAndUp (or BIS_fnc_setPitchBank) and time multiplier. It can be used as a position tracker with all necessary information collected, copied and then released within one function. Here’s a simple reproduction on how setVelocityTransformation works in game: private ["_dataOld","_dataNext","_capturedData","_obj","_fps","_startTrackingTime","_stepOld","_stepNext","_tracker","_tempTime"]; _stepOld = 0; _tempTime = 0; _stepNext = 1; while {true} do { _capturedData = _capturedData + [[ getPosASL _obj,velocity _obj,vectorDir _obj,vectorUp _obj]]; sleep _fps; _tempTime = _tempTime + _fps; if (_tempTime >= _startTrackingTime) then { _dataOld = _capturedData select _stepOld; _dataNext = _capturedData select _stepNext; _stepOld = _stepOld + 1; _stepNext = if (_stepNext >= (count _capturedData)) then [{_stepOld},{_stepNext + 1}]; _tracker setVelocityTransformation [_dataOld select 0,_dataNext select 0,_dataOld select 1,_dataNext select 1, _dataOld select 2,_dataNext select 2,_dataOld select 3,_dataNext select 3,1]; }; }; Tracker starts coping the route and stance from the object when time start counting. TimeDiff determines the distance multiply between the current position and the next position.

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