BIS fnc moduleLightning: Difference between revisions

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|s1= [target, nil, activate] call [[BIS_fnc_moduleLightning]]
|s1= [target, nil, activate] call [[BIS_fnc_moduleLightning]]


|p1= target: [[Object]] - Where the lightning bolt hits - '''will''' be deleted by the function!
|p1= target: [[Object]] - where the lightning bolt hits - '''will''' be deleted by the function!


|p2= nil: [[Nothing]] - Not used
|p2= nil: [[Nothing]] - not used


|p3= activate: [[Boolean]] - [[true]] to activate, [[false]] does nothing
|p3= activate: [[Boolean]] - [[true]] to activate, [[false]] does nothing

Latest revision as of 16:35, 8 November 2023

Hover & click on the images for description

Description

Description:
Zeus lightning strike.
Note that target will be deleted by the function (part of how Zeus modules work).
Execution:
call
Groups:
Modules

Syntax

Syntax:
[target, nil, activate] call BIS_fnc_moduleLightning
Parameters:
target: Object - where the lightning bolt hits - will be deleted by the function!
nil: Nothing - not used
activate: Boolean - true to activate, false does nothing
Return Value:
Nothing

Examples

Example 1:
player addAction [ "Eat that!", { private _tempTarget = createSimpleObject ["Land_HelipadEmpty_F", getPosASL cursorTarget]; [_tempTarget, nil, true] spawn BIS_fnc_moduleLightning; cursorTarget setDamage 1; }, [], 1.5, true, true, "", "!isNull cursorTarget" ];
Example 2:
[] spawn // Who gets hit first? ;-) { { private _tempTarget = createSimpleObject ["Land_HelipadEmpty_F", getPosASL _x]; [_tempTarget, nil, true] spawn BIS_fnc_moduleLightning; sleep (1 + random 4); } forEach (allPlayers call BIS_fnc_arrayShuffle); };

Additional Information

See also:
Arma 3 Zeus

Notes

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