orderGetIn: Difference between revisions
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| Force all units in the array to get in or out of their assigned vehicles. Units must be assigned to a vehicle before this command will do anything. |DESCRIPTION= | | Force all units in the array to get in or out of their assigned vehicles. Units must be assigned to a vehicle before this command will do anything. | ||
<br><br> | |||
Notes: | |||
* Has no affect on AI lead by player GL | |||
* A vehicle can be assigned via [[addVehicle]] or assignAsXXX or moveInXXX. [[orderGetIn]] [[true]] makes the AI to board the vehicle. Or the AI GL orders them due to other means (ie getIn, guard waypoints). | |||
* [[orderGetIn]] [[false]] makes AI leave the vehicle. Does not affect [[assignedVehicleRole]] nor [[assignedVehicle]]. Only [[leaveVehicle]] will remove both | |||
* [[orderGetIn]] [[false]] even makes AI eject while the vehicle positions are locked (([[lockDriver]], [[lockTurret]], [[lockCargo]] - however [[orderGetIn]] [[true]] will not override the position lock to make them enter | |||
* AI units on the way to enter the vehicle won't stop on the way if [[orderGetIn]] [[false]] set but continue to the vehicle and just stop short without entering - [[allowGetIn]] false instead will make the AI stop instantly (same as [[unassignVehicle]] when combined with [[orderGetIn]] [[false]]) | |||
* One can combine [[orderGetIn]] [[false]] and [[allowGetIn]] [[false]] to manage when exactly AI is to enter vehicles | |||
* [[orderGetIn]] is persistent/a general group behavior setting - don't forget previous changes with future vehicle use! | |||
* If you want to make a vehicle no longer used by a group, you need to remove the vehicle from the group's vehicle pool via [[leaveVehicle]]. | |||
|DESCRIPTION= | |||
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| [[allowGetIn]], [[assignAsCargo]], [[assignAsCommander]], [[assignAsDriver]], [[assignAsGunner]] |SEEALSO= | | [[allowGetIn]], [[addVehicle]], [[assignAsCargo]], [[assignAsCommander]], [[assignAsDriver]], [[assignAsGunner]] |SEEALSO= | ||
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| [[orderGetIn]] | | [[orderGetIn]] | ||
| false | | false | ||
| [[orderGetIn]] won't take effect on [[player]] controlled AI units | | [[orderGetIn]] won't take effect on [[player]] controlled AI units. It needs to be used together with assignAsXXX command family. Generally speaking, [[orderGetIn]] is a Role Executor. | ||
| When [[orderGetIn]] | | When [[orderGetIn]] is set false, it won't unassign unit's vehicle role but will force the unit to get out of the vehicle and stop him re-entering until set true again. [[orderGetIn]] [[false]] won't stop short an unit on the way to enter the vehicle in the but [[unassignVehicle]] will do. [[orderGetIn]] [[false]] will wait to fire until the unit enter a vehicle. | ||
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Revision as of 15:20, 8 August 2020
Description
- Description:
- Force all units in the array to get in or out of their assigned vehicles. Units must be assigned to a vehicle before this command will do anything.
Notes:- Has no affect on AI lead by player GL
- A vehicle can be assigned via addVehicle or assignAsXXX or moveInXXX. orderGetIn true makes the AI to board the vehicle. Or the AI GL orders them due to other means (ie getIn, guard waypoints).
- orderGetIn false makes AI leave the vehicle. Does not affect assignedVehicleRole nor assignedVehicle. Only leaveVehicle will remove both
- orderGetIn false even makes AI eject while the vehicle positions are locked ((lockDriver, lockTurret, lockCargo - however orderGetIn true will not override the position lock to make them enter
- AI units on the way to enter the vehicle won't stop on the way if orderGetIn false set but continue to the vehicle and just stop short without entering - allowGetIn false instead will make the AI stop instantly (same as unassignVehicle when combined with orderGetIn false)
- One can combine orderGetIn false and allowGetIn false to manage when exactly AI is to enter vehicles
- orderGetIn is persistent/a general group behavior setting - don't forget previous changes with future vehicle use!
- If you want to make a vehicle no longer used by a group, you need to remove the vehicle from the group's vehicle pool via leaveVehicle.
- Groups:
- Uncategorised
Syntax
Examples
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on 8 May, 2014 - 18:59
- ffur2007slx2_5
-
(ArmA3 ver 1.18), here's a quick reference to unit's embarkation and disembarkation.
Command Remote Control Behavior Role Unassigning orderGetIn false orderGetIn won't take effect on player controlled AI units. It needs to be used together with assignAsXXX command family. Generally speaking, orderGetIn is a Role Executor. When orderGetIn is set false, it won't unassign unit's vehicle role but will force the unit to get out of the vehicle and stop him re-entering until set true again. orderGetIn false won't stop short an unit on the way to enter the vehicle in the but unassignVehicle will do. orderGetIn false will wait to fire until the unit enter a vehicle. allowGetIn false allowGetIn won't take effect on player controlled AI units. Different from orderGetIn, this command is a Role Holder, it can control the unit's movement in the half way set by orderGetIn but not by setWaypointType, unit will be forced to get out from a vehicle by allowGetIn false and won't automatically re-enter the vehicle until allowGetIn true allowGetIn won't do anything with unit's vehicle role doGetOut true Works on player controlled ai silently, unit will automatically get back to the vehicle after disembarkation. (Unit won't get out until vehicle is stopped or landed) false commandGetOut true Same as doGetOut with radio message. (Unit won't get out until vehicle is stopped or landed) false leaveVehicle false leaveVehicle can't force a player controlled AI disembark true action ["GetOut",_veh] true Eject immediately without parachute false action ["Eject",_veh] true Eject immediately with parachute if needed false setWaypointType "GETIN" false Waypoint won't be affected by orderGetIn false or allowGetIn false until the unit is on the vehicle. N/A
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands Armed Assault
- Command Group: Unit Control
- Command Group: Vehicle Assignment
- Scripting Commands Arma 2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters