BIS fnc simpleObjectData: Difference between revisions

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{{Function
{{RV|type=function


| Arma 3 |Game=
|game1= arma3
|version1= 1.62


|1.62
|gr1= Object Manipulation


|gr1 = Object Manipulation
|descr= Get complete data needed for simple object creation.


| Get complete data needed for simple object creation.
|s1= [classname] call [[BIS_fnc_simpleObjectData]]
 
| [classname] call [[BIS_fnc_simpleObjectData]]


|p1= classname: [[Object]] or [[String]]:
|p1= classname: [[Object]] or [[String]]:
* [[Object]] - Existing object or simple object that will be scanned; if it is a simple object '_reversed' attribute cannot be retrieved<br>
* [[Object]] - existing object or simple object that will be scanned; if it is a simple object '_reversed' attribute cannot be retrieved<br>
* [[String]] - Can be either:
* [[String]] - Can be either:
** Classname of the object; data are retrieved from the config definition.
** Classname of the object; data are retrieved from the config definition.
** Path to the p3d; verifies and fixes model path format and returns it in an array (index 1).<br>It has very limited functionality in this mode as no data can actually be retrieved from model path.
** Path to the p3d; verifies and fixes model path format and returns it in an array (index 1).<br>It has very limited functionality in this mode as no data can actually be retrieved from model path.


| [[Array]] in format [class, model, reversed, verticalOffset, animationAdjustments, hiddenSelections]:
|r1= [[Array]] in format [class, model, reversed, verticalOffset, animationAdjustments, selectionsToHide, verticalOffsetWorld, textures, randomizeAnims, randomizeTexs]:
* class: [[String]] - class name from CfgVehicles
* class: [[String]] - (Default "") class name from CfgVehicles
* model: [[String]] - path to the vehicle p3d mode
* model: [[String]] - (Default "") path to the vehicle p3d mode
* reversed: [[Number]] - reverse value, to fix orientation
* reversed: [[Number]] - (Default 0) reverse value, to fix orientation. 0: no change, 1: reverse
* verticalOffset: [[Array]] - vertical offset
* verticalOffset: [[Array]] - (Default 0) vertical offset
* animationAdjustments: [[Array]] - animation adjustments
* animationAdjustments: [[Array]] - (Default []) animation to animate, every element has this format: [_animationName:string, _animationState:scalar]
* hiddenSelections: [[Array]] - hidden selections
* hiddenSelections: [[Array]] - (Default []) all listed selection will be hidden
* verticalOffsetWorld: [[Number]] - vertical offset in World coordinates; similar to [[ASL]] but refers to object at [0, 0, 0], not its land contacts
* textures: [[Array]] - textures currently applied to the object
* randomizeAnims: [[Boolean]] - (Default false) true if vehicle supports randomization through animations
* randomizeTexs: [[Boolean]] - (Default false) true if vehicle supports randomization of textures


{{Informative | Return values can be used with [[BIS_fnc_adjustSimpleObject]].}}
{{Feature|informative|Return values can directly be used with [[BIS_fnc_adjustSimpleObject]].}}


|x1= <sqf>
["B_Boat_Armed_01_minigun_F"] call BIS_fnc_simpleObjectData;
/*
[
"B_Boat_Armed_01_minigun_F",
"A3\Boat_F\Boat_Armed_01\Boat_Armed_01_minigun_F.p3d",
1,
3.323,
[
["damagehide", 0],
["turret_shake", 0],
["turret_shake_aside", 0],
["magazine_hide", 0],
["mainturret", 0],
["damagehideotocvez", 0],
["maingun", 0.09],
["damagehideotochlaven", 0],
["rearturret", -3.16],
["reargun", 0.09],
["muzzleflash", 0],
["zaslehrot", 79],
["zasleh2rot", 600],
["fuel", 1],
["mph", 0],
["rpm", 0],
["amps_random", 0],
["oil_random", 0],
["trim_random", 0],
["tmp_random", 0],
["volt_random", 0],
["drivingwheel", 0],
["ammobelt_hide", 0],
["bullet001_2_hide", 0.33],
["bullet002_2_hide", 0.33],
["bullet003_2_hide", 0.33],
["bullet004_2_hide", 0.33],
["bullet005_2_hide", 0.33],
["bullet006_2_hide", 0.33],
["positionlights", 0],
["gun_revolving", 0.33],
["muzzleflash2", 0],
["reargunner", 0.09]
],
["zasleh", "p svetlo", "zadni svetlo", "brzdove svetlo", "clan", "podsvit pristroju", "poskozeni"],
-0.148,
[
"\A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_ext_co.paa",
"\A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_int_co.paa",
"\A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_crows_blufor_co.paa"
],
false,
false
]
*/
</sqf>


|x1= <code>["B_Boat_Armed_01_minigun_F"] [[call]] [[BIS_fnc_simpleObjectData]];</code>
|x2= <sqf>[BIS_boat] call BIS_fnc_simpleObjectData;</sqf>


|x2= <code>[BIS_boat] [[call]] [[BIS_fnc_simpleObjectData]];</code>
|seealso= [[createSimpleObject]] [[BIS_fnc_adjustSimpleObject]] [[BIS_fnc_createSimpleObject]]
 
| [[createSimpleObject]], [[BIS_fnc_adjustSimpleObject]], [[BIS_fnc_createSimpleObject]]
}}
}}
<dl class="command_description">
<!-- BEGIN Note Section -->
<!-- END Note Section -->
</dl>
<h3 style="display:none">Bottom Section</h3>

Latest revision as of 14:06, 8 November 2023

Hover & click on the images for description

Description

Description:
Get complete data needed for simple object creation.
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
[classname] call BIS_fnc_simpleObjectData
Parameters:
classname: Object or String:
  • Object - existing object or simple object that will be scanned; if it is a simple object '_reversed' attribute cannot be retrieved
  • String - Can be either:
    • Classname of the object; data are retrieved from the config definition.
    • Path to the p3d; verifies and fixes model path format and returns it in an array (index 1).
      It has very limited functionality in this mode as no data can actually be retrieved from model path.
Return Value:
Array in format [class, model, reversed, verticalOffset, animationAdjustments, selectionsToHide, verticalOffsetWorld, textures, randomizeAnims, randomizeTexs]:
  • class: String - (Default "") class name from CfgVehicles
  • model: String - (Default "") path to the vehicle p3d mode
  • reversed: Number - (Default 0) reverse value, to fix orientation. 0: no change, 1: reverse
  • verticalOffset: Array - (Default 0) vertical offset
  • animationAdjustments: Array - (Default []) animation to animate, every element has this format: [_animationName:string, _animationState:scalar]
  • hiddenSelections: Array - (Default []) all listed selection will be hidden
  • verticalOffsetWorld: Number - vertical offset in World coordinates; similar to ASL but refers to object at [0, 0, 0], not its land contacts
  • textures: Array - textures currently applied to the object
  • randomizeAnims: Boolean - (Default false) true if vehicle supports randomization through animations
  • randomizeTexs: Boolean - (Default false) true if vehicle supports randomization of textures
Return values can directly be used with BIS_fnc_adjustSimpleObject.

Examples

Example 1:
["B_Boat_Armed_01_minigun_F"] call BIS_fnc_simpleObjectData; /* [ "B_Boat_Armed_01_minigun_F", "A3\Boat_F\Boat_Armed_01\Boat_Armed_01_minigun_F.p3d", 1, 3.323, [ ["damagehide", 0], ["turret_shake", 0], ["turret_shake_aside", 0], ["magazine_hide", 0], ["mainturret", 0], ["damagehideotocvez", 0], ["maingun", 0.09], ["damagehideotochlaven", 0], ["rearturret", -3.16], ["reargun", 0.09], ["muzzleflash", 0], ["zaslehrot", 79], ["zasleh2rot", 600], ["fuel", 1], ["mph", 0], ["rpm", 0], ["amps_random", 0], ["oil_random", 0], ["trim_random", 0], ["tmp_random", 0], ["volt_random", 0], ["drivingwheel", 0], ["ammobelt_hide", 0], ["bullet001_2_hide", 0.33], ["bullet002_2_hide", 0.33], ["bullet003_2_hide", 0.33], ["bullet004_2_hide", 0.33], ["bullet005_2_hide", 0.33], ["bullet006_2_hide", 0.33], ["positionlights", 0], ["gun_revolving", 0.33], ["muzzleflash2", 0], ["reargunner", 0.09] ], ["zasleh", "p svetlo", "zadni svetlo", "brzdove svetlo", "clan", "podsvit pristroju", "poskozeni"], -0.148, [ "\A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_ext_co.paa", "\A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_int_co.paa", "\A3\boat_f\Boat_Armed_01\data\Boat_Armed_01_crows_blufor_co.paa" ], false, false ] */
Example 2:
[BIS_boat] call BIS_fnc_simpleObjectData;

Additional Information

See also:
createSimpleObject BIS_fnc_adjustSimpleObject BIS_fnc_createSimpleObject

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