BIS fnc moduleLightning: Difference between revisions
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Line 11: | Line 11: | ||
|s1= [target, nil, activate] call [[BIS_fnc_moduleLightning]] | |s1= [target, nil, activate] call [[BIS_fnc_moduleLightning]] | ||
|p1= target: [[Object]] - | |p1= target: [[Object]] - where the lightning bolt hits - '''will''' be deleted by the function! | ||
|p2= nil: [[Nothing]] - | |p2= nil: [[Nothing]] - not used | ||
|p3= activate: [[Boolean]] - [[true]] to activate, [[false]] does nothing | |p3= activate: [[Boolean]] - [[true]] to activate, [[false]] does nothing | ||
Line 19: | Line 19: | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>player addAction | ||
[ | [ | ||
"Eat that!", | "Eat that!", | ||
{ | { | ||
private _tempTarget = createSimpleObject ["Land_HelipadEmpty_F", getPosASL cursorTarget]; | |||
[_tempTarget, | [_tempTarget, nil, true] spawn BIS_fnc_moduleLightning; | ||
cursorTarget setDamage 1; | |||
}, | }, | ||
[], | [], | ||
1.5, | 1.5, | ||
true, | |||
true, | |||
"", | "", | ||
"! | "!isNull cursorTarget" | ||
];</ | ];</sqf> | ||
|x2= < | |x2= <sqf>[] spawn // Who gets hit first? ;-) | ||
{ | { | ||
{ | { | ||
private _tempTarget = | private _tempTarget = createSimpleObject ["Land_HelipadEmpty_F", getPosASL _x]; | ||
[_tempTarget, | [_tempTarget, nil, true] spawn BIS_fnc_moduleLightning; | ||
sleep (1 + random 4); | |||
} | } forEach (allPlayers call BIS_fnc_arrayShuffle); | ||
};</ | };</sqf> | ||
|seealso= [[Arma 3 Zeus]] | |seealso= [[Arma 3 Zeus]] | ||
}} | }} |
Latest revision as of 16:35, 8 November 2023
Description
Syntax
- Syntax:
- [target, nil, activate] call BIS_fnc_moduleLightning
- Parameters:
- target: Object - where the lightning bolt hits - will be deleted by the function!
- nil: Nothing - not used
- activate: Boolean - true to activate, false does nothing
- Return Value:
- Nothing
Examples
- Example 1:
- player addAction [ "Eat that!", { private _tempTarget = createSimpleObject ["Land_HelipadEmpty_F", getPosASL cursorTarget]; [_tempTarget, nil, true] spawn BIS_fnc_moduleLightning; cursorTarget setDamage 1; }, [], 1.5, true, true, "", "!isNull cursorTarget" ];
- Example 2:
Additional Information
- See also:
- Arma 3 Zeus
Notes
-
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