setObjectScale: Difference between revisions

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|gr1= Object Manipulation
|gr1= Object Manipulation


|descr= Scales an [[attachTo|attached object]] or a [[Arma_3_Simple_Objects|Simple Object]]'s model.  
|descr= Scales an [[attachTo|attached object]] or a [[Arma 3: Simple Objects|Simple Object]]'s model - see {{Link|#Example 3}} for various configurations' examples.


|pr= The {{arma3}} [[LOD]] limits still apply, meaning walk-able surfaces can only be X m in size, and collision in general will only work up to X m from object center.
|pr= The {{arma3}} [[LOD]] limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center.
This command works on all objects in [[Eden Editor]] or scenario preview, but it will not save and will reset when objects get moved. [[Eden Editor]] support is only intended for artists.
This command works on all objects in [[:Category:Eden Editor|Eden Editor]] or scenario preview, but it will not save and will reset when objects get moved. [[:Category:Eden Editor|Eden Editor]] support is only intended for artists.


{{Feature|Informative|Setting the scale of non-simple objects, such as vehicles with players/AI in them, static objects ({{hl|simulation {{=}} "house"}} in config), etc. might be possible, but not officially supported. You may encounter issues.}}
{{Feature|informative|
Setting the scale of non-simple objects, such as vehicles with players/AI in them, static objects (<syntaxhighlight lang="cpp" inline>simulation = "house"</syntaxhighlight> in config), etc. might be possible,
but not officially supported. You may encounter issues.
}}


{{Feature|Important|Changing the direction of the object (e.g. using [[setDir]], [[setVectorDir]], etc.) will reset the object back to its original size (probably because the engine normalizes the directions, thus the scale in the transformation matrix becomes 1), so those commands should be run '''before''' resizing the object.}}
{{Feature|important|
Changing the direction of the object (e.g. using [[setDir]], [[setVectorDir]], etc.) will reset the object back to its original size (probably because the engine normalises the directions,
thus the scale in the transformation matrix becomes 1), so those commands should be run '''before''' resizing the object.
}}


|s1= object [[setObjectScale]] scale
|s1= object [[setObjectScale]] scale


|p1= object: [[Object]] - Must be either an [[attachTo|attached object]] or [[Arma 3 Simple Objects|Simple Object]]
|p1= object: [[Object]] - must be either an [[attachTo|attached object]] or [[Arma 3: Simple Objects|Simple Object]] - see {{Link|#Example 3}}


|p2= scale: [[Number]] - Limited to 0.0001 to 65504, relative to the object model's normal scale
|p2= scale: [[Number]] - in range 0.0001..65504, relative to the object model's normal scale


|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <sqf>
|x1= <sqf>
_mrap attachTo [player,[0,0,0]];
_vehicle attachTo [player, [0,0,0]];
_mrap setObjectScale 0.1;
_vehicle setObjectScale 0.1;
</sqf>
</sqf>


|x2= <sqf>
|x2= <sqf>
// Select an object in Eden Editor and execute the following code in the Arma 3: Debug Console. When moving the object, the effect is reset!
// select an object in Eden Editor and execute the following code in the Debug Console. When moving the object, the effect is reset!
(get3DENSelected "Object" # 0) setObjectScale 0.1;
private _object = get3DENSelected "Object" select 0;
_object setObjectScale 0.1;
</sqf>
</sqf>


|seealso= [[getObjectScale]]
|x3= <sqf>
}}
// multiple MP-compatible options
 
// global simple object
private _globalSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, false];
_globalSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved
 
// local normal object
private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player;
_localNormalObject attachTo [player, [0, 2, 1.5]]; // normal object must be attached
_localNormalObject setObjectScale 0.1; // once is enough as long as it is not moved
 
// local simple object
private _localSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, true];
_localSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved
</sqf>
 
|x4= <sqf>
// a not-so-great EachFrame workaround for a non-attached object
 
// a normal object that is not attached must be scaled each frame
// make sure the object is LOCAL in order to not saturate the network!
private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player;
// the object is not attached to anything
addMissionEventHandler [
"EachFrame",
{ _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; },
[_localNormalObject, 0.1]
];
</sqf>


{{Note
|x5= <sqf>
|user= Waffle SS.
// only do the following in single player;
|timestamp= 20211223062941
// NEVER do such EachFrame in multiplayer!!
|text= For those interested in the extra cursed, you can scale non-simple objects by running the command every frame.
// the performance will be terrible, the network will be saturated, the scaling may desync and not be perfect
The multiplayer performance of this is likely terrible.
private _globalNormalObject = "C_Offroad_01_F" createVehicle getPosATL player;
<sqf>
addMissionEventHandler [
addMissionEventHandler ["EachFrame", {
"EachFrame",
{
{ _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; },
if (_x != player) then { _x setObjectScale 0.5; };
[_globalNormalObject, 0.1]
} forEach allUnits;
];
}];
</sqf>
</sqf>
|seealso= [[getObjectScale]] [[createVehicleLocal]], [[createSimpleObject]] [[BIS_fnc_createSimpleObject]] [[Multiplayer Scripting]]
}}
}}


Line 57: Line 93:
|user= P1ker1
|user= P1ker1
|timestamp= 20220104221733
|timestamp= 20220104221733
|text= Note that  
|text= Note that
<sqf>_obj setObjectScale 2;</sqf>
<sqf>_obj setObjectScale 2;</sqf>
doubles the scale factor of an object, not the volume. In the case of a cube this would be the length of an edge.<br>If you want to multiply the volume, raise the ''scale'' to the power of 1/3.<br>
doubles the scale factor of an object, not the volume. In the case of a cube this would be the length of an edge.<br>If you want to multiply the volume, raise the ''scale'' to the power of 1/3.<br>
Line 63: Line 99:
// Example with 1x1x1 m^3 helper objects
// Example with 1x1x1 m^3 helper objects
// vectorAdds elevate the cubes so they touch the ground after scaling.
// vectorAdds elevate the cubes so they touch the ground after scaling.
_cube1 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [1,3,0.5])];
_cube1 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1,3,0.5]];
_cube2 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [3,1,0.5])];
_cube2 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [3,1,0.5]];
_cube3 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [1.35,1.35,0.13])];
_cube3 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1.35,1.35,0.13]];


// Double the side length. V=2^3=8
// Double the side length. V=2^3=8
_cube1 setObjectScale 2;
_cube1 setObjectScale 2;


// Octuple(8x) the volume. V=(8^(1/3))^3=8
// Octuple(8x) the volume. V=(8^(1/3))^3=8
_cube2 setObjectScale 8^(1/3);
_cube2 setObjectScale 8^(1/3);


// Double the volume.     V=(2^(1/3))^3=2
// Double the volume. V=(2^(1/3))^3=2
_cube3 setObjectScale 2^(1/3);
_cube3 setObjectScale 2^(1/3);
</sqf>
</sqf>
}}
}}

Latest revision as of 10:38, 6 May 2024

Hover & click on the images for description

Description

Description:
Scales an attached object or a Simple Object's model - see Example 3 for various configurations' examples.
Problems:
The Arma 3 LOD limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center. This command works on all objects in Eden Editor or scenario preview, but it will not save and will reset when objects get moved. Eden Editor support is only intended for artists.
Setting the scale of non-simple objects, such as vehicles with players/AI in them, static objects (simulation = "house" in config), etc. might be possible, but not officially supported. You may encounter issues.
Changing the direction of the object (e.g. using setDir, setVectorDir, etc.) will reset the object back to its original size (probably because the engine normalises the directions, thus the scale in the transformation matrix becomes 1), so those commands should be run before resizing the object.
Groups:
Object Manipulation

Syntax

Syntax:
object setObjectScale scale
Parameters:
object: Object - must be either an attached object or Simple Object - see Example 3
scale: Number - in range 0.0001..65504, relative to the object model's normal scale
Return Value:
Nothing

Examples

Example 1:
_vehicle attachTo [player, [0,0,0]]; _vehicle setObjectScale 0.1;
Example 2:
// select an object in Eden Editor and execute the following code in the Debug Console. When moving the object, the effect is reset! private _object = get3DENSelected "Object" select 0; _object setObjectScale 0.1;
Example 3:
// multiple MP-compatible options // global simple object private _globalSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, false]; _globalSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved // local normal object private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; _localNormalObject attachTo [player, [0, 2, 1.5]]; // normal object must be attached _localNormalObject setObjectScale 0.1; // once is enough as long as it is not moved // local simple object private _localSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, true]; _localSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved
Example 4:
// a not-so-great EachFrame workaround for a non-attached object // a normal object that is not attached must be scaled each frame // make sure the object is LOCAL in order to not saturate the network! private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; // the object is not attached to anything addMissionEventHandler [ "EachFrame", { _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; }, [_localNormalObject, 0.1] ];
Example 5:
// only do the following in single player; // NEVER do such EachFrame in multiplayer!! // the performance will be terrible, the network will be saturated, the scaling may desync and not be perfect private _globalNormalObject = "C_Offroad_01_F" createVehicle getPosATL player; addMissionEventHandler [ "EachFrame", { _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; }, [_globalNormalObject, 0.1] ];

Additional Information

See also:
getObjectScale createVehicleLocalcreateSimpleObject BIS_fnc_createSimpleObject Multiplayer Scripting

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
P1ker1 - c
Posted on Jan 04, 2022 - 22:17 (UTC)
Note that
_obj setObjectScale 2;
doubles the scale factor of an object, not the volume. In the case of a cube this would be the length of an edge.
If you want to multiply the volume, raise the scale to the power of 1/3.
// Example with 1x1x1 m^3 helper objects // vectorAdds elevate the cubes so they touch the ground after scaling. _cube1 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1,3,0.5]]; _cube2 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [3,1,0.5]]; _cube3 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1.35,1.35,0.13]]; // Double the side length. V=2^3=8 _cube1 setObjectScale 2; // Octuple(8x) the volume. V=(8^(1/3))^3=8 _cube2 setObjectScale 8^(1/3); // Double the volume. V=(2^(1/3))^3=2 _cube3 setObjectScale 2^(1/3);