BIS fnc scriptedMove: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "\| *arma2oa * * *\| *([0-1]\.[0-9]{2}) * " to "|game1= arma2oa |version1= $1 ") |
Lou Montana (talk | contribs) m (Text replacement - " \[\[Category:\{\{Name|[a-z0-9]+\}\}: Functions\|\{\{uc:[a-zA-Z0-9]+\}\}\]\]" to "") |
||
Line 32: | Line 32: | ||
|seealso= [[move]], [[setDriveOnPath]] | |seealso= [[move]], [[setDriveOnPath]] | ||
}} | }} | ||
||| | |||
Revision as of 22:59, 16 June 2021
Description
- Description:
- Force a unit to turn towards and walk to
- Execution:
- call
- Groups:
- Object Manipulation
Syntax
- Syntax:
- [unit, waypoints, code, walkAnim, animLength] call BIS_fnc_scriptedMove
- Parameters:
- unit: Object
- waypoints: Array of Positions
- code: Code - (Optional, default
{}
) code to run after waypoint completion - walkAnim: String - (Optional, default "AmovPercMwlkSnonWnonDf")
- animLength: Number - (not optional if walkAnim is defined)
- Return Value:
- Script Handle
Examples
- Example 1:
[myUnit, [getMarkerPos "wp1", getMarkerPos "wp2", getMarkerPos "wp3"]] call BIS_fnc_scriptedMove;
Additional Information
- See also:
- movesetDriveOnPath
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
|||