BIS fnc target: Difference between revisions

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(Add description)
(Add temp description, formatting to come by. Thanks Grezvany13 for all the data)
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{{wip}}
{{Function|Comments=
{{Function|Comments=


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|version1= 1.00
|version1= 1.00


|descr= Manages a target such as <tt>TargetBootcampHuman_f</tt> (statistics, animation, etc)
|descr= Handles the shooting targets in the Bootcamp DLC, statistics, animation, etc. (targets such as <tt>TargetBootcampHuman_f</tt>)




|s1= [action, parameters] call [[BIS_fnc_target]] |SYNTAX=
|s1= [target, action, parameters] call [[BIS_fnc_target]] |SYNTAX=


|p1= action: [[String]] - one of:
|p1= target: [[Object]]
<div style="columns: 3">
* initialize
* terminate (does nothing(?))
* animate
* getAnimationPhase
* getAnimationPhaseString
* getAnimatedSelection
* hit
* hitPart
* getShooterDataIndex
* getShooterData
* setShooterData
* getShotsData
* getShotsDataFromTargets
* getShotsDataWithFilter
* setShotsData
* getShootersData
* setShootersData
* resetShootersData (clears all data on object)
* getShooterTemplate
* getShotTemplate
* getShooterByUid
* uiOpen
* uiOnLoad (internal)
* uiFillTable (internal)
* uiFillTableRow (internal)
</div>


|x1= |noexample= <code>["getShooterDataIndex", []] [[call]] [[BIS_fnc_target]];</code>
|p2= action: [[String]] - one of:<br>
'''initialize''' - Initializes the target and sets it to the "up" position
<syntaxhighlight lang="cpp">params ["_target"];</syntaxhighlight>
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''terminate''' - Doesn't do anything
'''animate''' - Animate the object to the given position ("up" or "down")
<syntaxhighlight lang="cpp">params ["_target", "_position"];</syntaxhighlight>
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* position: [[String]] - "up" or "down" (default)
 
'''getAnimationPhase''' - Returns (Integer) 0 (up) or 1 (down) depending on current state
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''getAnimationPhaseString''' - Returns (String)"up" or "down" depending on current state
<syntaxhighlight lang="cpp">params ["_target"];</syntaxhighlight>
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''getAnimatedSelection''' - Returns (String) the name of the "animatedSelection" from object config
<syntaxhighlight lang="cpp">params ["_target"];</syntaxhighlight>
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''hit''' - Handles the hit event to animate the target down and up again
<syntaxhighlight lang="cpp">params ["_target", "_unit", "_damage"];</syntaxhighlight>
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* unit: [[Object]] - Unit which shot the target
* damage: [[Number]] - Amount of damage done to the target
 
'''hitPart''' - Handles the hit event and stores the data
    0: Array - Contains list of all parts which got hit (see HitPart EH)
        0: Object - Target object of type 'TargetBootcamp_base_F'
        1: Object - Unit which shot the target
 
'''getShooterDataIndex''' - Get (Integer) index from Shooter Data for specific unit
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
 
'''getShooterData''' - Get (Array) all data from Shooter Data for specific unit
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
 
'''setShooterData''' - Set Shooter Data for specific unit
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
* data: [[Array]] - Shooter Data
 
'''getShotsData''' - Return (Array) Shots Data for specific unit
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
 
'''getShotsDataFromTargets''' - Return (Integer) total amount of shots hit
* targets: [[Array]] of [[Object]] - List of target objects of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
 
'''getShotsDataWithFilter''' - Return (Array) Shot Data after custom filter
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
    2: String - Filter name: "time", "distance", "weapon", "direct"
    3: Code - Custom code to validate the shot. _this is the value of filtered data
 
'''setShotsData''' - Set Shots Data for specific unit
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
* data: [[Array]] - Shots Data
 
'''getShootersData''' - Return (Array) full Shooters Data
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''setShootersData''' - Set full Shooters Data
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* data: [[Array]] - Shooter Data
 
'''resetShootersData''' - Remove all data from Shooters Data array
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''getShooterTemplate''' - Return (Array) template for Shooter Data
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* uid: [[String]] - Player UID of unit who shot the target
 
'''getShotTemplate''' - Return (Array) template for Shot Data (see HitPart EH)
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
    1: Object - Unit who shot the target
    2: Object - ("_bullet" not used)
    3: Position3D - ("_position" not used)
    4: Vector3D - ("_velocity" not used)
    5: Array - ("_selection" not used)
    6: Array - ("_ammo" not used)
    7: Vector3D - ("_direction" not used)
    8: Array - ("_radius" not used)
    9: String - ("_surface" not used)
    10: Boolean - True if object was directly hit, false if it was hit by indirect/splash damage.
 
'''getShooterByUid''' - Return (Object) unit
* uid: [[String]] - Player UID of unit who shot the target
 
'''uiOpen''' - Opens the Target Board display
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''uiOpenToAll''' - Opens the Target Board display for all connected players
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
 
'''uiOnLoad''' - Triggered when display is opened (internal)
* display: [[Display]]
 
'''uiFillTable''' - Triggered when display is opened, fills UI with Shooters Data (internal)
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* control: [[Control]] - "_listBox"
 
'''uiFillTableRow''' - Triggered when display is opened, fills UI with Shooter Data (internal)
* target: [[Object]] - Target object of type "TargetBootcamp_base_F"
* control: [[Control]] - "_listBox"
* data: [[Array]] - Shooter Data
 
|p3= parameters: [[Array]] - see above
 
|x1= <code>{{cc|open the Score Board through addAction}}
["uiOpen", [myTarget]] [[call]] [[BIS_fnc_target]];</code>
 
|x2= <code>{{cc|open the Score Board for all players in MP}}
["uiOpenToAll", [myTarget]] [[call]] [[BIS_fnc_target]];</code>
 
|x3= <code>{{cc|clear all data from Score Board}}
["resetShootersData", [myTarget]] [[call]] [[BIS_fnc_target]];</code>


|seealso= [[doTarget]]
|seealso= [[doTarget]]

Revision as of 11:19, 7 January 2020

Template:wip

Hover & click on the images for description

Description

Description:
Handles the shooting targets in the Bootcamp DLC, statistics, animation, etc. (targets such as TargetBootcampHuman_f)
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[target, action, parameters] call BIS_fnc_target
Parameters:
target: Object
action: String - one of:
initialize - Initializes the target and sets it to the "up" position
params ["_target"];
  • target: Object - Target object of type "TargetBootcamp_base_F"

terminate - Doesn't do anything animate - Animate the object to the given position ("up" or "down")

params ["_target", "_position"];
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • position: String - "up" or "down" (default)

getAnimationPhase - Returns (Integer) 0 (up) or 1 (down) depending on current state

  • target: Object - Target object of type "TargetBootcamp_base_F"

getAnimationPhaseString - Returns (String)"up" or "down" depending on current state

params ["_target"];
  • target: Object - Target object of type "TargetBootcamp_base_F"

getAnimatedSelection - Returns (String) the name of the "animatedSelection" from object config

params ["_target"];
  • target: Object - Target object of type "TargetBootcamp_base_F"

hit - Handles the hit event to animate the target down and up again

params ["_target", "_unit", "_damage"];
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • unit: Object - Unit which shot the target
  • damage: Number - Amount of damage done to the target

hitPart - Handles the hit event and stores the data

   0: Array - Contains list of all parts which got hit (see HitPart EH)
       0: Object - Target object of type 'TargetBootcamp_base_F'
       1: Object - Unit which shot the target

getShooterDataIndex - Get (Integer) index from Shooter Data for specific unit

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target

getShooterData - Get (Array) all data from Shooter Data for specific unit

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target

setShooterData - Set Shooter Data for specific unit

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
  • data: Array - Shooter Data

getShotsData - Return (Array) Shots Data for specific unit

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target

getShotsDataFromTargets - Return (Integer) total amount of shots hit

  • targets: Array of Object - List of target objects of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target

getShotsDataWithFilter - Return (Array) Shot Data after custom filter

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
   2: String - Filter name: "time", "distance", "weapon", "direct"
   3: Code - Custom code to validate the shot. _this is the value of filtered data

setShotsData - Set Shots Data for specific unit

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
  • data: Array - Shots Data

getShootersData - Return (Array) full Shooters Data

  • target: Object - Target object of type "TargetBootcamp_base_F"

setShootersData - Set full Shooters Data

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • data: Array - Shooter Data

resetShootersData - Remove all data from Shooters Data array

  • target: Object - Target object of type "TargetBootcamp_base_F"

getShooterTemplate - Return (Array) template for Shooter Data

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target

getShotTemplate - Return (Array) template for Shot Data (see HitPart EH)

  • target: Object - Target object of type "TargetBootcamp_base_F"
   1: Object - Unit who shot the target
   2: Object - ("_bullet" not used)
   3: Position3D - ("_position" not used)
   4: Vector3D - ("_velocity" not used)
   5: Array - ("_selection" not used)
   6: Array - ("_ammo" not used)
   7: Vector3D - ("_direction" not used)
   8: Array - ("_radius" not used)
   9: String - ("_surface" not used)
   10: Boolean - True if object was directly hit, false if it was hit by indirect/splash damage.

getShooterByUid - Return (Object) unit

  • uid: String - Player UID of unit who shot the target

uiOpen - Opens the Target Board display

  • target: Object - Target object of type "TargetBootcamp_base_F"

uiOpenToAll - Opens the Target Board display for all connected players

  • target: Object - Target object of type "TargetBootcamp_base_F"

uiOnLoad - Triggered when display is opened (internal)

uiFillTable - Triggered when display is opened, fills UI with Shooters Data (internal)

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • control: Control - "_listBox"

uiFillTableRow - Triggered when display is opened, fills UI with Shooter Data (internal)

  • target: Object - Target object of type "TargetBootcamp_base_F"
  • control: Control - "_listBox"
  • data: Array - Shooter Data
parameters: Array - see above
Return Value:
Return value needed

Examples

Example 1:
// open the Score Board through addAction ["uiOpen", [myTarget]] call BIS_fnc_target;
Example 2:
// open the Score Board for all players in MP ["uiOpenToAll", [myTarget]] call BIS_fnc_target;
Example 3:
// clear all data from Score Board ["resetShootersData", [myTarget]] call BIS_fnc_target;

Additional Information

See also:
doTarget

Notes

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Only post proven facts here! Add Note

Notes

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