cursorTarget: Difference between revisions
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<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt> | <dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
[[cursorTarget]] seems to change when your cursor enters an object's [[boundingBox]]. Because of this, if the player is '''inside''' the [[boundingBox]], the object will always be | [[cursorTarget]] seems to change when your cursor enters an object's [[boundingBox]]. Because of this, if the player is '''inside''' the [[boundingBox]], the object will always be the current [[cursorTarget]] if the player is not looking at another object, although sometimes the object will remain the [[cursorTarget]] even if the player looks at another object. | ||
</dd> | </dd> | ||
</dl> | </dl> | ||
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Revision as of 06:27, 9 December 2014
Description
- Description:
- Returns the entity pointed at by player (usually with cross-hair).
- Groups:
- Uncategorised
Syntax
- Syntax:
- cursorTarget
- Return Value:
- Object
Examples
- Example 1:
alive cursorTarget;
Additional Information
- See also:
- laserTargetnearTargetsknowsAboutreveal
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on 01:25, 18 February 2011 (CET)
- GLT Myke
- If the player is in a vehicle and a lockable weapon is selected and a target is locked, the locked target will be returned, regardless if it's in sight or not.
- Posted on 11 March 2011
- kju
- Addition to Myke's note: It also works for infantry with launchers that canLock, like Javelin or AA. Only the lock cursor must be visible on the target - not a full lock necessarily.
- Posted on 13:09, 11 July 2009 (CEST)
- Lou Montana
-
- Player must knows about what he is pointing to for this command to return something other than <NULL-OBJECT>
- This command doesn't work through building windows
- This recognition doesn't work with every object : soldiers, vehicles, big houses are ok, but not trees, plants, road signs or others little things
- Posted on 22:11, 23 August 2013 (CEST)
- Killzone_Kid
-
To add to Lou Montana's note, use reveal command on the object you want to be detected with cursorTarget when pointing at it. Without it, distant units are most likely to return objNull even if you shoot and hit them.
Units that have been previously subjected to enableSimulation false; or enableSimulationGlobal false; may stay unrecognised for a long time even after simulation was re-enabled, returning objNull as cursorTarget. Force revealing units with reveal command usually solves the problem. For example:{player reveal _x} forEach allUnits;
Bottom Section
- Posted on December 3, 2014 - 18:40 (UTC)
- DreadedEntity
- cursorTarget seems to change when your cursor enters an object's boundingBox. Because of this, if the player is inside the boundingBox, the object will always be the current cursorTarget if the player is not looking at another object, although sometimes the object will remain the cursorTarget even if the player looks at another object.