moveOut: Difference between revisions
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{{RV|type=command | {{RV|type=command | ||
| arma2 | |game1= arma2 | ||
|version1= 1.00 | |||
|1.00 | |game2= arma2oa | ||
|version2= 1.50 | |||
|game3= tkoh | |||
|version3= 1.00 | |||
|game4= arma3 | |||
|version4= 0.50 | |||
|eff= global | |eff= global | ||
|arg= global | |arg= global | ||
Line 9: | Line 17: | ||
|gr1= Unit Control | |gr1= Unit Control | ||
| Moves the soldier out of the vehicle. | |descr= Moves the soldier out of the vehicle. | ||
<br><br> | <br><br> | ||
Notes: | Notes: | ||
* Works for both AI and player entities | * Works for both AI and player entities | ||
* AI unit gets back in - unless is under player command or combined with other sqf commands ([[orderGetIn]] false, [[allowGetIn]] false or [[leaveVehicle]]) | * AI unit gets back in - unless is under player command or combined with other sqf commands ([[orderGetIn]] false, [[allowGetIn]] false or [[leaveVehicle]]) | ||
* Respects the vehicle's lock state (same as [[ | * Respects the vehicle's lock state (same as [[Arma 3: Actions#Eject|action "Eject"]]) - unlike [[doGetOut]], [[commandGetOut]]. It will work for [[player]] entities regardless though | ||
* Still executes when the vehicle is moving/flying (same as [[ | * Still executes when the vehicle is moving/flying (same as [[Arma 3: Actions#Eject|action "Eject"]]) - unlike [[doGetOut]], [[commandGetOut]] | ||
* Without vehicle's position's get out animation - unlike [[ | * Without vehicle's position's get out animation - unlike [[Arma 3: Actions#Eject|action eject]], [[doGetOut]], [[commandGetOut]] | ||
* Immediately - unlike [[ | * Immediately - unlike [[Arma 3: Actions#Eject|action eject]], [[doGetOut]], [[commandGetOut]] | ||
* Works also on dead units (same as [[ | * Works also on dead units (same as [[Arma 3: Actions#Eject|action "Eject"]] (but one after another)) - unlike [[doGetOut]], [[commandGetOut]] | ||
* Does not work for UAV crew | * Does not work for UAV crew | ||
* Does not work for [[remoteControl]] | * Does not work for [[remoteControl]]led units | ||
* Works on [[setUnconscious|unconscious]] (same as [[ | * Works on [[setUnconscious|unconscious]] (same as [[Arma 3: Actions#Eject|action "Eject"]] (but one after another)) - unlike [[doGetOut]], [[commandGetOut]] (unless AI under player command) | ||
|s1= [[moveOut]] soldier | |||
|p1= soldier: [[Object]] - unit (only a living unit before {{GVI|arma3|2.06}}) | |||
|r1= [[Nothing]] | |||
|s2= soldier [[moveOut]] vehicle | |||
| | |s2since= arma3 2.06 | ||
| | |p21= soldier: [[Object]] - unit | ||
| [[ | |p22= vehicle: [[Object]] - vehicle could be [[objNull]], in this case the command is identical to the main syntax. | ||
| | |r2= [[Nothing]] | ||
|x2= Move out player just before he dies:< | |x1= <sqf>{ if (lifeState _x == "UNCONSCIOUS") then { moveOut _x } } forEach crew cursorTarget;</sqf> | ||
|x2= Move out player just before he dies: | |||
<sqf> | |||
player addEventHandler [ | |||
"HandleDamage", | "HandleDamage", | ||
format [ | |||
' | 'if (switch (_this select 1) do { | ||
case "": { _this select 2 >= 1 }; | |||
case "head": {_this select 2 >= %1}; | |||
case "body": {_this select 2 >= %2}; | |||
default {false}; | |||
}) | }) then {moveOut player}', | ||
getNumber (configFile >> "CfgFirstAid" >> "CriticalHeadHit"), | |||
getNumber (configFile >> "CfgFirstAid" >> "CriticalBodyHit") | |||
] | ] | ||
];</ | ]; | ||
</sqf> | |||
| [[ | |seealso= [[Arma 3: Actions#Eject|"Eject" action]] [[doGetOut]] [[commandGetOut]] [[leaveVehicle]] [[moveInDriver]] [[moveInGunner]] [[moveInCommander]] [[moveInTurret]] [[moveInCargo]] [[isTurnedOut]] | ||
}} | }} | ||
{{Note | |||
|user= .kju | |||
|timestamp= 20200807085300 | |||
|text= This seems no longer true in {{arma3}}:<br> | |||
''Does not work on dead [[crew]] - Use [[setPos]] family of commands to move dead units out soon after they became dead. After awhile dead unit's group becomes [[grpNull]] and it cannot be moved out at all.'' | |||
This seems no longer true in | }} | ||
Latest revision as of 23:02, 16 November 2023
Description
- Description:
- Moves the soldier out of the vehicle.
Notes:- Works for both AI and player entities
- AI unit gets back in - unless is under player command or combined with other sqf commands (orderGetIn false, allowGetIn false or leaveVehicle)
- Respects the vehicle's lock state (same as action "Eject") - unlike doGetOut, commandGetOut. It will work for player entities regardless though
- Still executes when the vehicle is moving/flying (same as action "Eject") - unlike doGetOut, commandGetOut
- Without vehicle's position's get out animation - unlike action eject, doGetOut, commandGetOut
- Immediately - unlike action eject, doGetOut, commandGetOut
- Works also on dead units (same as action "Eject" (but one after another)) - unlike doGetOut, commandGetOut
- Does not work for UAV crew
- Does not work for remoteControlled units
- Works on unconscious (same as action "Eject" (but one after another)) - unlike doGetOut, commandGetOut (unless AI under player command)
- Groups:
- Unit Control
Syntax
- Syntax:
- moveOut soldier
- Parameters:
- soldier: Object - unit (only a living unit before 2.06)
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- soldier moveOut vehicle
- Parameters:
- soldier: Object - unit
- vehicle: Object - vehicle could be objNull, in this case the command is identical to the main syntax.
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Move out player just before he dies:
player addEventHandler [ "HandleDamage", format [ 'if (switch (_this select 1) do { case "": { _this select 2 >= 1 }; case "head": {_this select 2 >= %1}; case "body": {_this select 2 >= %2}; default {false}; }) then {moveOut player}', getNumber (configFile >> "CfgFirstAid" >> "CriticalHeadHit"), getNumber (configFile >> "CfgFirstAid" >> "CriticalBodyHit") ] ];
Additional Information
- See also:
- "Eject" action doGetOut commandGetOut leaveVehicle moveInDriver moveInGunner moveInCommander moveInTurret moveInCargo isTurnedOut
Notes
-
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