setDetailMapBlendPars: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
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|x1= <sqf>setDetailMapBlendPars [20, 50];</sqf> | |x1= <sqf>setDetailMapBlendPars [20, 50];</sqf> | ||
|x2= <code>setDetailMapBlendPars ([[20, 50], [300,600]] select (currentWeapon | |x2= <code>setDetailMapBlendPars ([[20, 50], [300,600]] select (currentWeapon player [[in]] ["Binocular", "Rangefinder", "Laserdesignator"]));</code> | ||
|x3= Reset to default: | |x3= Reset to default: |
Revision as of 11:18, 12 May 2022
Description
- Description:
- Sets the detail texture map blend pars. Allows for smooth transition between detailed and undetailed terrain texture at distance.
- If noDetail > fullDetail, the texture detail will incur smooth transition in the area between the thresholds.
- If noDetail <= fullDetail, there will be obvious visible edge between texture detail changes at fullDetail distance.
- Groups:
- System
Syntax
- Syntax:
- setDetailMapBlendPars [fullDetail, noDetail]
- Parameters:
- fullDetail: Number - threshold distance in metres up to which the terrain will have full texture detail
- noDetail: Number - threshold distance in metres after which the texture detail will be switched off
- Return Value:
- Nothing
Examples
- Example 1:
- setDetailMapBlendPars [20, 50];
- Example 2:
setDetailMapBlendPars ([[20, 50], [300,600]] select (currentWeapon player in ["Binocular", "Rangefinder", "Laserdesignator"]));
- Example 3:
- Reset to default:
setDetailMapBlendPars [-1, -1];
Additional Information
Notes
-
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