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| {{RV|type=command | | {{RV|type=command |
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| | ofp | | |game1= ofp |
| | |version1= 1.00 |
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| |1.00 | | |game2= ofpe |
| | |version2= 1.00 |
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| |arg= local | | |game3= arma1 |
| | |version3= 1.00 |
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| |eff= global | | |game4= arma2 |
| | |version4= 1.00 |
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| |gr1= Unit Control | | |game5= arma2oa |
| | |version5= 1.50 |
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| | Force all units in the array to get in or out of their assigned vehicles. Units must be assigned to a vehicle before this command will do anything. | | |game6= tkoh |
| <br><br>
| | |version6= 1.00 |
| Notes:
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| * The command has no affect on AI lead by a player Group Leader (GL)
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| * A vehicle needs be assigned via [[addVehicle]] or assignAsXXX or moveInXXX first for the command to have any effect. [[orderGetIn]] [[true]] makes the AI to board the vehicle. Or the AI GL orders them due to other means (ie getIn, guard waypoints).
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| * However one can initially set [[orderGetIn]] [[false]], add one or more vehicles and only once/when the AI is to enter, you set [[orderGetIn]] [[true]] for AI to start moving to the vehicle(s) or getting in the vehicle(s).
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| * [[orderGetIn]] [[false]] makes AI also leave a vehicle when inside already. However it does not affect [[assignedVehicleRole]] nor [[assignedVehicle]]. Only [[leaveVehicle]] will remove both
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| * [[orderGetIn]] [[false]] even makes AI eject while the vehicle positions are locked (([[lockDriver]], [[lockTurret]], [[lockCargo]] - however [[orderGetIn]] [[true]] will not override the position lock to make them enter
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| * AI units on the way to enter the vehicle won't stop on the way if [[orderGetIn]] [[false]] set but continue to the vehicle and just stop short without entering - [[allowGetIn]] false instead will make the AI stop instantly (same as [[unassignVehicle]] when combined with [[orderGetIn]] [[false]])
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| * One can combine [[orderGetIn]] [[false]] and [[allowGetIn]] [[false]] to manage when exactly AI is to enter vehicles
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| * [[orderGetIn]] is persistent/a general group behavior setting - don't forget previous changes with future vehicle use!
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| * If you want to make a vehicle no longer used by a group, you need to remove the vehicle from the group's vehicle pool via [[leaveVehicle]].
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| | unitArray '''orderGetIn''' order | | |game7= arma3 |
| | |version7= 0.50 |
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| |p1= unitArray: [[Array]] | | |arg= local |
| |p2= order: [[Boolean]]
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| | [[Nothing]] | | |eff= global |
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| |x1= <code>[_unitOne, _unitTwo] '''orderGetIn''' [[true]] </code>
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| |x2= <code>[_unitOne, _unitTwo] '''orderGetIn''' [[false]] </code> | | |gr1= Unit Control |
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| | [[allowGetIn]], [[addVehicle]], [[assignAsCargo]], [[assignAsCommander]], [[assignAsDriver]], [[assignAsGunner]] | | |descr= Force all units in the array to get in or out of their assigned vehicles. Units must be assigned to a vehicle before this command will do anything. |
| }} | | {{Feature|informative|See [[AI Group Vehicle Management]] for more information.}} |
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| <dl class="command_description">
| | |s1= unitArray [[orderGetIn]] order |
| <!-- Note Section BEGIN -->
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| <dd class="notedate">Posted on 8 May, 2014 - 18:59</dd>
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| <dt class="note">[[User:ffur2007slx2_5|ffur2007slx2_5]]</dt>
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| <dd class="note">
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| (ArmA3 ver 1.18), here's a quick reference to unit's embarkation and disembarkation.
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| {| class="wikitable sortable"
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| ! Command
| | |p1= unitArray: [[Array]] |
| ! Remote Control
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| ! Behavior
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| ! Role Unassigning
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| |- | | |p2= order: [[Boolean]] |
| | [[orderGetIn]]
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| | false
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| | [[orderGetIn]] won't take effect on [[player]] controlled AI units. It needs to be used together with assignAsXXX command family. Generally speaking, [[orderGetIn]] is a Role Executor.
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| | When [[orderGetIn]] is set false, it won't unassign unit's vehicle role but will force the unit to get out of the vehicle and stop him re-entering until set true again. [[orderGetIn]] [[false]] won't stop short an unit on the way to enter the vehicle in the but [[unassignVehicle]] will do. [[orderGetIn]] [[false]] will wait to fire until the unit enter a vehicle.
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| |- | | |r1= [[Nothing]] |
| | [[allowGetIn]]
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| | false
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| | [[allowGetIn]] won't take effect on [[player]] controlled AI units. Different from [[orderGetIn]], this command is a Role Holder, it can control the unit's movement in the half way set by [[orderGetIn]] but not by [[setWaypointType]], unit will be forced to get out from a vehicle by [[allowGetIn]] [[false]] and won't automatically re-enter the vehicle until [[allowGetIn]] [[true]]
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| | [[allowGetIn]] won't do anything with unit's vehicle role
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| |- | | |x1= <sqf>[_unitOne, _unitTwo] orderGetIn true;</sqf> |
| | [[doGetOut]]
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| | true
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| | Works on player controlled ai silently, unit will automatically get back to the vehicle after disembarkation. (Unit won't get out until vehicle is stopped or landed)
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| | false
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| |- | | |x2= <sqf>[_unitOne, _unitTwo] orderGetIn false;</sqf> |
| | [[commandGetOut]]
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| | true
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| | Same as [[doGetOut]] with radio message. (Unit won't get out until vehicle is stopped or landed)
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| | false
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| |- | | |seealso= [[allowGetIn]] [[addVehicle]] [[assignAsCargo]] [[assignAsCommander]] [[assignAsDriver]] [[assignAsGunner]] |
| | [[leaveVehicle]]
| | }} |
| | false
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| | [[leaveVehicle]] can't force a player controlled AI disembark
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| | true
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| |-
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| | action ["GetOut",_veh]
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| | true
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| | Eject immediately without parachute
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| | false
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| |-
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| | action ["Eject",_veh]
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| | true
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| | Eject immediately with parachute if needed
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| | false
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| |-
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| | [[setWaypointType]] "GETIN"
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| | false
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| | Waypoint won't be affected by [[orderGetIn]] [[false]] or [[allowGetIn]] [[false]] until the unit is on the vehicle.
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| | N/A
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| |}
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| <!-- Note Section END -->
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| </dl>
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| [[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
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| [[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
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| [[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
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| {{GameCategory|arma1|Scripting Commands}}
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| {{GameCategory|arma2|Scripting Commands}}
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| {{GameCategory|arma3|Scripting Commands}}
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| {{GameCategory|tkoh|Scripting Commands}}
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