BIS fnc target: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("server" o...) |
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{{Function | {{Function | ||
|game1= arma3 | |game1= arma3 | ||
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|gr1 = Interaction | |gr1 = Interaction | ||
|descr= [[File:A3 BIS fnc target.jpg|300px|thumb|right|Target Board display]] | |descr= [[File:A3 BIS fnc target.jpg|300px|thumb|right|Target Board display]] | ||
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|s1= [action, parameters] call [[BIS_fnc_target]] | |s1= [action, parameters] call [[BIS_fnc_target]] | ||
|p1= action: [[String]] | |p1= action: [[String]] |
Revision as of 23:44, 17 January 2021
Description
- Description:
- Handles the shooting targets in the Bootcamp DLC, statistics, animation, etc. (targets such as TargetBootcampHuman_f)
- Execution:
- call
- Groups:
- Interaction
Syntax
- Syntax:
- [action, parameters] call BIS_fnc_target
- Parameters:
- action: String
- parameters: Array
-
Action String Parameters (Array) arguments initialize
Initializes the target and sets it to the "up" position- target: Object - Target object of type "TargetBootcamp_base_F"
terminate
Doesn't do anythingN/A animate
Animate the object to the given position ("up" or "down")getAnimationPhase
Return Value: Number - 0 (up) or 1 (down) depending on current state- target: Object - Target object of type "TargetBootcamp_base_F"
getAnimationPhaseString
Return Value: String - "up" or "down" depending on current state- target: Object - Target object of type "TargetBootcamp_base_F"
getAnimatedSelection
Return Value: String - the name of the "animatedSelection" from object config- target: Object - Target object of type "TargetBootcamp_base_F"
hit
Handles the hit event to animate the target down and up againhitPart
Handles the hit event and stores the data- partsList: Array - Contains list of all parts which got hit (see HitPart EH format) to format [target, shooter]:
getShooterDataIndex
Return Value: Number - index from Shooter Data for specific unitgetShooterData
Return Value: Array - all data from Shooter Data for specific unit
Format: [["uid", ""], ["name", ""], ["shots", [[["time", 0], ["distance", 0], ["weapon", ""], ["direct", 0]]]]]
setShooterData
Set Shooter Data for specific unitgetShotsData
Return Value: Array - Shots Data for specific unitgetShotsDataFromTargets
Return Value: Number - total amount of shots hitgetShotsDataWithFilter
Return Value: Array - Shot Data after custom filtersetShotsData
Set Shots Data for specific unitgetShootersData
Return Value: Array - full Shooters Data- target: Object - Target object of type "TargetBootcamp_base_F"
setShootersData
Set full Shooters DataresetShootersData
Remove all data from Shooters Data array- target: Object - Target object of type "TargetBootcamp_base_F"
getShooterTemplate
Return Value: Array - template for Shooter DatagetShotTemplate
Return Value: Array - template for Shot Data (see HitPart EH format)- target: Object - Target object of type "TargetBootcamp_base_F"
- shooter: Object - Unit who shot the target
- projectile: Object - ("_bullet" not used)
- position: Array format Position - ("_position" not used)
- velocity: Array - ("_velocity" not used)
- selection: Array - ("_selection" not used)
- ammo: Array - ("_ammo" not used)
- vector: Array - ("_direction" not used)
- radius: Array - ("_radius" not used)
- surfaceType: String - ("_surface" not used)
- isDirect: Boolean - true if object was directly hit, false if it was hit by indirect/splash damage.
getShooterByUid
Return Value: Object - corresponding shooter 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)uiFillTableRow
Triggered when display is opened, fills UI with Shooter Data (internal) - Return Value:
- See above table
Examples
- Example 1:
// open the Score Board ["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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