drawLaser: Difference between revisions
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|game1= arma3 | |game1= arma3 | ||
|version1= 2.08 | |version1= 2.08 | ||
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|eff= local | |eff= local | ||
|descr= Draws a laserbeam and a lightpoint at the impact location of the laser. <br> | |descr= Draws a laserbeam and a lightpoint at the impact location of the laser.<br> | ||
This command has to be executed every frame - see {{Link|Arma 3: Mission Event Handlers#Draw3D}}.<br> | |||
Lasers drawn with this command are subject to the same limitations as weapon attachment lasers | Lasers drawn with this command are subject to the same limitations as weapon attachment lasers. These limitations are defined in the {{hl|CfgIRLaserSettings}} config class. | ||
|gr1= Interaction | |gr1= Interaction | ||
Line 17: | Line 15: | ||
|gr2= Lights | |gr2= Lights | ||
|s1= [[drawLaser]] [ | |s1= [[drawLaser]] [position, direction, beamColor, dotColor, dotSize, beamThickness, beamMaxLength, isIR] | ||
|p1= position: [[Array]] format [[Position#PositionASL|PositionASL]] - the laser's origin position | |||
|p2= direction: [[Array]] of [[Vector3D]] - the laser's direction vector | |||
| | |p3= beamColor: [[Array]] of [[Color|Color (RGB)]] - laser beam color. The values can go way above the usual 0..1 range as they also act as emissivity brightness | ||
| | |p4= dotColor: [[Array]] of [[Color|Color (RGB)]] - impact dot color. Set to <sqf inline>[]</sqf> to use the same value as ''beamColor''. | ||
| | |p5= dotSize: [[Number]] - impact dot size; if set to 0 the impact dot will not render | ||
| | |p6= beamThickness: [[Number]] - laser beam's thickness scale; if set to 0, the beam will not render | ||
| | |p7= beamMaxLength: [[Number]] - (Optional, default -1) laser beam's maximum length. {{hl|-1}} means maximum length (defined in {{hl|CfgIRLaserSettings}}), {{hl|0}} means no length at all and the command is ignored | ||
| | |p8= isIR: [[Boolean]] - (Optional, default [[true]]) whether the laser and impact dot are only visible with Night Vision / Thermal Imaging | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= Give the player a laser eye: | ||
<sqf> | |||
addMissionEventHandler ["Draw3D", { | |||
drawLaser [ | |||
eyePos player vectorAdd [0, 0, 0.1], | |||
getCameraViewDirection player, | |||
[1000, 0, 0], // Bright red | |||
[], | |||
5, | |||
20, | |||
-1, | |||
false | |||
]; | |||
}]; | |||
</sqf> | |||
|seealso= [[drawIcon3D]] [[drawLine3D]] | |seealso= [[drawIcon3D]] [[drawLine3D]] {{Link|Arma 3: Mission Event Handlers#Draw3D}} | ||
}} | }} |
Latest revision as of 17:43, 4 January 2023
Description
- Description:
- Draws a laserbeam and a lightpoint at the impact location of the laser.
This command has to be executed every frame - see Arma 3: Mission Event Handlers - Draw3D.
Lasers drawn with this command are subject to the same limitations as weapon attachment lasers. These limitations are defined in the CfgIRLaserSettings config class. - Groups:
- InteractionLights
Syntax
- Syntax:
- drawLaser [position, direction, beamColor, dotColor, dotSize, beamThickness, beamMaxLength, isIR]
- Parameters:
- position: Array format PositionASL - the laser's origin position
- direction: Array of Vector3D - the laser's direction vector
- beamColor: Array of Color (RGB) - laser beam color. The values can go way above the usual 0..1 range as they also act as emissivity brightness
- dotColor: Array of Color (RGB) - impact dot color. Set to [] to use the same value as beamColor.
- dotSize: Number - impact dot size; if set to 0 the impact dot will not render
- beamThickness: Number - laser beam's thickness scale; if set to 0, the beam will not render
- beamMaxLength: Number - (Optional, default -1) laser beam's maximum length. -1 means maximum length (defined in CfgIRLaserSettings), 0 means no length at all and the command is ignored
- isIR: Boolean - (Optional, default true) whether the laser and impact dot are only visible with Night Vision / Thermal Imaging
- Return Value:
- Nothing
Examples
- Example 1:
- Give the player a laser eye:
addMissionEventHandler ["Draw3D", { drawLaser [ eyePos player vectorAdd [0, 0, 0.1], getCameraViewDirection player, [1000, 0, 0], // Bright red [], 5, 20, -1, false ]; }];
Additional Information
Notes
-
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