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
Description
- Description:
- Forces a unit to turn towards and walk to provided destination(s). Will not work on player.
- 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:
Additional Information
- See also:
- movesetDriveOnPath
Notes
-
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