BIS fnc moveToRespawnPosition: Difference between revisions

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m (Text replacement - "<code><nowiki>[</nowiki>player," to "<code>[<nowiki/>player,")
m (Text replacement - "= <code>([^<{]+)<\/code>" to "= <sqf>$1</sqf>")
 
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{{RV|type=function
{{RV|type=function


| arma3
|game1= arma3
|version1= 1.00
 
|arg= local
|arg= local
|1.00


|gr1= Respawn
|gr1= Respawn


| Move given unit to given respawn position. Units moved to height <nowiki>>=</nowiki> 30m will start on parachute. Position [0,0,0] is blacklisted. This function must be executed where unit to be moved is [[local]].
|descr= Move given unit to given respawn position. Units moved to height <nowiki>>=</nowiki> 30m will start on parachute. Position [0,0,0] is blacklisted. This function must be executed where unit to be moved is [[Multiplayer Scripting#Locality|local]].


|s1=[unit, position, canBeDead] call [[BIS_fnc_moveToRespawnPosition]]
|s1= [unit, position, canBeDead] call [[BIS_fnc_moveToRespawnPosition]]


|p1= unit: [[Object]] - unit to move
|p1= unit: [[Object]] - unit to move
|p2= position: [[Object]], [[Group]], [[String]] or [[Array]]
|p2= position: [[Object]], [[Group]], [[String]] or [[Array]]
* [[Object]] or [[Group]] - Object or Group to move unit to. Move to the object position or inside an object if the object is a vehicle, or if group or unit is in vehicle and there is an empty seat
* [[Object]] or [[Group]] - Object or Group to move unit to. Move to the object position or inside an object if the object is a vehicle, or if group or unit is in vehicle and there is an empty seat
* [[String]] - Marker to move unit to. Marker size will be used for random placement area and marker direction for unit direction
* [[String]] - Marker to move unit to. Marker size will be used for random placement area and marker direction for unit direction
* [[Array]] - Precise [[PositionAGL]] to move unit to. [x,y] array will be converted to [x,y,0]
* [[Array]] - Precise [[Position#PositionAGL|PositionAGL]] to move unit to. [x,y] array will be converted to [x,y,0]
 
|p3= canBeDead: [[Boolean]] - (Optional, default [[true]]) whether or not dead are allowed:
* [[true]] - moved unit and/or object to which unit is moved can be dead
* [[false]] - both moved unit and vehicle or unit at position (if any) must be alive


|p3= canBeDead (Optional): [[Boolean]] - Whether or not dead are allowed:
|r1= [[Boolean]] - [[true]]: move succeeded, [[false]]: move failed
* [[true]] (Default) - Moved unit and/or object to which unit is moved can be dead
* [[false]] - Both moved unit and vehicle or unit at position (if any) must be alive |PARAMETER3


|r1=[[Boolean]] - [[true]]: move succeeded, [[false]]: move failed
|x1= <sqf>[player, "SpawnMarker1"] call BIS_fnc_moveToRespawnPosition;</sqf>


|x1= <code>[<nowiki/>[[player]], "SpawnMarker1"] [[call]] [[BIS_fnc_moveToRespawnPosition]];</code>
|seealso=
}}
}}

Latest revision as of 17:00, 13 July 2022

Hover & click on the images for description

Description

Description:
Move given unit to given respawn position. Units moved to height >= 30m will start on parachute. Position [0,0,0] is blacklisted. This function must be executed where unit to be moved is local.
Execution:
call
Groups:
Respawn

Syntax

Syntax:
[unit, position, canBeDead] call BIS_fnc_moveToRespawnPosition
Parameters:
unit: Object - unit to move
position: Object, Group, String or Array
  • Object or Group - Object or Group to move unit to. Move to the object position or inside an object if the object is a vehicle, or if group or unit is in vehicle and there is an empty seat
  • String - Marker to move unit to. Marker size will be used for random placement area and marker direction for unit direction
  • Array - Precise PositionAGL to move unit to. [x,y] array will be converted to [x,y,0]
canBeDead: Boolean - (Optional, default true) whether or not dead are allowed:
  • true - moved unit and/or object to which unit is moved can be dead
  • false - both moved unit and vehicle or unit at position (if any) must be alive
Return Value:
Boolean - true: move succeeded, false: move failed

Examples

Example 1:
[player, "SpawnMarker1"] call BIS_fnc_moveToRespawnPosition;

Additional Information

See also:
See also needed

Notes

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