BIS fnc scriptedMove: Difference between revisions
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(Add BIS_fnc_unitCapture to see also) |
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{{RV|type=function | {{RV|type=function | ||
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|game3= arma3 | |game3= arma3 | ||
|version3= 0.50 | |version3= 0.50 | ||
|gr1= Object Manipulation | |||
|descr= Force a unit to turn towards and walk to provided destination(s). | |||
{{Feature|arma3|This syntax is '''broken''' in {{arma3}} as its code relies on [[Arma 2: Multiplayer Framework]] and only works since {{GVI|arma3|2.10}} (see other tab).}} | |||
|s1= [unit, waypoints, code, walkAnim, animLength] call [[BIS_fnc_scriptedMove]] | |||
|p1= unit: [[Object]] | |||
|p2= waypoints: [[Array]] of [[Position]]s | |||
|p3= code: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code to run after waypoint completion | |||
|p4= walkAnim: [[String]] - (Optional, default "AmovPercMwlkSnonWnonDf") | |||
|p5= animLength: [[Number]] - ('''required''' if ''walkAnim'' is defined) distance made by ''walkAnim'' animation | |||
|r1= [[Script Handle]] | |||
|x1= <sqf>[myUnit, [getMarkerPos "wp1", getMarkerPos "wp2", getMarkerPos "wp3"]] call BIS_fnc_scriptedMove;</sqf> | |||
|seealso= [[move]] [[setDriveOnPath]] | |||
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|game1= arma3 | |||
|version1= 2.10 | |||
|arg= global | |arg= global | ||
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|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|descr= Forces a unit to turn towards and walk to provided destination(s). Will not work on [[player]]. | |descr= Forces a unit to turn towards and walk to provided destination(s). Will not work on [[player]]. When [[Group]] is used as argument, the function will be automatically executed for each unit in the group. | ||
| | {{Feature|informative|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].}} | ||
| | |s1= [unitOrGroup, waypoints, code, walkAnim, completionRadius, endAnim] call [[BIS_fnc_scriptedMove]] | ||
| | |p1= unitOrGroup: [[Object]] or [[Group]] - unit or group of units of the class "Man" | ||
|p3= code: [[Code]] or [[Array]] - (Optional, default | |p2= waypoints: [[Array]] of [[Position]]s in format [pos1, pos2, ...] or [<nowiki/>[pos1, completionRadius1, turnSpeedCoef1], [pos2, completionRadius2, turnSpeedCoef2], ...] | ||
|p3= code: [[Code]] or [[Array]] - (Optional, default <sqf inline>{}</sqf>) code to run after each waypoint completion. Format {code} or <nowiki>[</nowiki>[params], {code}] | |||
|p4= walkAnim: [[String]] - (Optional, default "AmovPercMwlkSnonWnonDf") walking animation to be played in a loop | |p4= walkAnim: [[String]] - (Optional, default "AmovPercMwlkSnonWnonDf") walking animation to be played in a loop | ||
|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= turnSpeedCoef: [[Number]] - (Optional, default 1.0) how quickly the unit turns towards next waypoint (fast 0.1 ... 10 slow). The turnSpeedCoef given with individual waypoint position overrides global value | |||
|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); | ||
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|x1= <sqf>[myUnit, [getMarkerPos "wp1", getMarkerPos "wp2", getMarkerPos "wp3"]] call BIS_fnc_scriptedMove;</sqf> | |x1= <sqf>[myUnit, [getMarkerPos "wp1", getMarkerPos "wp2", getMarkerPos "wp3"]] call BIS_fnc_scriptedMove;</sqf> | ||
|seealso= [[move]] | |seealso= [[move]] [[setDriveOnPath]] [[BIS_fnc_unitCapture]] | ||
}} | |||
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Latest revision as of 20:35, 8 October 2023
Description
- Description:
- Forces a unit to turn towards and walk to provided destination(s). Will not work on player. When Group is used as argument, the function will be automatically executed for each unit in the group.
- Execution:
- call
- Groups:
- Object Manipulation
Syntax
- Syntax:
- [unitOrGroup, waypoints, code, walkAnim, completionRadius, endAnim] call BIS_fnc_scriptedMove
- Parameters:
- unitOrGroup: Object or Group - unit or group of units 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). The turnSpeedCoef given with individual waypoint position overrides global value
- 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:
- move setDriveOnPath BIS_fnc_unitCapture
Notes
-
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