lookAt: Difference between revisions

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m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>")
 
(4 intermediate revisions by 2 users not shown)
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|s1= unit(s) [[lookAt]] position
|s1= unit(s) [[lookAt]] position


|p1= unit(s): [[Object]] or [[Array]]
|p1= unit(s): [[Object]] or [[Array]] of [[Object]]s
|p2= position: [[Object]] or [[Array]]
|p2= position: [[Object]] or [[PositionAGL]]


|r1= [[Nothing]]
|r1= [[Nothing]]
Line 32: Line 32:
|x1= <sqf>_someSoldier lookAt _otherSoldier;</sqf>
|x1= <sqf>_someSoldier lookAt _otherSoldier;</sqf>


|x2= <code>[_someSoldier, _otherSoldier] lookAt markerPos "markerOne"</code>
|x2= <sqf>[_someSoldier, _otherSoldier] lookAt markerPos "markerOne";</sqf>


|x3= <code>hint "R U N !";
|x3= <sqf>
hint "R U N !";
BFG = "B_AAA_System_01_F" createVehicle position player;
BFG = "B_AAA_System_01_F" createVehicle position player;
createVehicleCrew BFG;
createVehicleCrew BFG;
Line 43: Line 44:
if (time > t && alive player) then
if (time > t && alive player) then
{
{
[BFG,"weapon_Cannon_Phalanx",[0]] call [[BIS_fnc_fire]];
[BFG,"weapon_Cannon_Phalanx",[0]] call BIS_fnc_fire;
};
};
};</code>
};
</sqf>


|seealso= [[glanceAt]] [[commandWatch]] [[doWatch]] [[freeLook]]
|seealso= [[glanceAt]] [[commandWatch]] [[doWatch]] [[freeLook]]
}}
}}

Latest revision as of 11:34, 3 September 2024

Hover & click on the images for description

Description

Description:
Control what the unit(s) is/are looking at (target or Position). If target is used, it will get revealed fully.
Groups:
Unit Control

Syntax

Syntax:
unit(s) lookAt position
Parameters:
unit(s): Object or Array of Objects
position: Object or PositionAGL
Return Value:
Nothing

Examples

Example 1:
_someSoldier lookAt _otherSoldier;
Example 2:
[_someSoldier, _otherSoldier] lookAt markerPos "markerOne";
Example 3:
hint "R U N !"; BFG = "B_AAA_System_01_F" createVehicle position player; createVehicleCrew BFG; t = time + 10; onEachFrame { BFG lookAt (unitAimPosition player vectorAdd (velocity player vectorMultiply 0.2)); if (time > t && alive player) then { [BFG,"weapon_Cannon_Phalanx",[0]] call BIS_fnc_fire; }; };

Additional Information

See also:
glanceAt commandWatch doWatch freeLook

Notes

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Only post proven facts here! Add Note