BIS fnc scriptedMove: Difference between revisions

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|p1= unit: [[Object]] - unit of the class "Man"
|p1= unit: [[Object]] - unit of the class "Man"


|p2= waypoints: [[Array]] of [[Position]]s in format [pos1, pos2,...] or <nowiki>[</nowiki>[pos1, completionRadius1], [pos2, completionRadius2],...]
|p2= waypoints: [[Array]] of [[Position]]s in format [pos1, pos2,...] or <nowiki>[</nowiki>[pos1, completionRadius1, turnSpeedCoef1], [pos2, completionRadius2, turnSpeedCoef2],...]


|p3= code: [[Code]] or [[Array]] - (Optional, default {{ic|<nowiki>{}</nowiki>}}) code to run after each waypoint completion. Format {code} or <nowiki>[</nowiki>[params], {code}]
|p3= code: [[Code]] or [[Array]] - (Optional, default {{ic|<nowiki>{}</nowiki>}}) code to run after each waypoint completion. Format {code} or <nowiki>[</nowiki>[params], {code}]
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|p5= completionRadius: [[Number]] - (Optional, default 0.5) how far from waypoint center to consider waypoint completion. Global value. The completionRadius given with individual waypoint position overrides global value.
|p5= completionRadius: [[Number]] - (Optional, default 0.5) how far from waypoint center to consider waypoint completion. Global value. The completionRadius given with individual waypoint position overrides global value.
|p6= endAnim: [[Number]] - (Optional, default [[animationState]] of the unit prior to function execution) when unit reaches last point, this is the animation to be played immediately. Use "" to let last walkAnim run in full.
|p6= turnSpeedCoef: [[Number]] - (Optional, default 1.0) how quickly the unit turns towards next waypoint (fast 0.1 ... 10 slow)
|p7= endAnim: [[Number]] - (Optional, default [[animationState]] of the unit prior to function execution) when unit reaches last point, this is the animation to be played immediately. Use "" to let last walkAnim run in full.


|r1= [[Script Handle]] or [[String]] or [[Nothing]] - depends on execution (local/remote/error);
|r1= [[Script Handle]] or [[String]] or [[Nothing]] - depends on execution (local/remote/error);

Revision as of 10:03, 10 May 2022

Hover & click on the images for description

Description

Description:
Forces a unit to turn towards and walk to provided destination(s). Will not work on player.
Fixed version compatible with Arma 3 will be available in Arma 3 v2.10 or in the dev branch
When using endAnim, make sure it is able to break walkAnim (not all animations are compatible). When code is executed, it receives the following params [unit, waypoints, currentIndex, userArgs]
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
[unit, waypoints, code, walkAnim, completionRadius, endAnim] call BIS_fnc_scriptedMove
Parameters:
unit: Object - unit of the class "Man"
waypoints: Array of Positions in format [pos1, pos2,...] or [[pos1, completionRadius1, turnSpeedCoef1], [pos2, completionRadius2, turnSpeedCoef2],...]
code: Code or Array - (Optional, default {}) code to run after each waypoint completion. Format {code} or [[params], {code}]
walkAnim: String - (Optional, default "AmovPercMwlkSnonWnonDf") walking animation to be played in a loop
completionRadius: Number - (Optional, default 0.5) how far from waypoint center to consider waypoint completion. Global value. The completionRadius given with individual waypoint position overrides global value.
turnSpeedCoef: Number - (Optional, default 1.0) how quickly the unit turns towards next waypoint (fast 0.1 ... 10 slow)
endAnim: Number - (Optional, default animationState of the unit prior to function execution) when unit reaches last point, this is the animation to be played immediately. Use "" to let last walkAnim run in full.
Return Value:
Script Handle or String or Nothing - depends on execution (local/remote/error);

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.
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