BIS fnc stalk: Difference between revisions

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m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
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Script terminates if one of the groups is eliminated or if the optional condition is activated.
Script terminates if one of the groups is eliminated or if the optional condition is activated.


|s1=[stalker, stalked, refresh, radius, endCondition, endDestination] spawn [[BIS_fnc_stalk]]
|s1= [stalker, stalked, refresh, radius, endCondition, endDestination] spawn [[BIS_fnc_stalk]]


|p1= stalker: [[Group]] - the group that will move towards the other
|p1= stalker: [[Group]] - the group that will move towards the other
Line 36: Line 36:
|x1= <sqf>private _stalking = [BIS_grpStalkers, BIS_grpPlayer] spawn BIS_fnc_stalk;</sqf>
|x1= <sqf>private _stalking = [BIS_grpStalkers, BIS_grpPlayer] spawn BIS_fnc_stalk;</sqf>


|x2= <code>[[private]] _stalking = [grp1, [[group]] [[player]], [[nil]], [[nil]], { [[player]] [[distance]] BIS_Heli < 100 }, "BIS_mrkRetreatMarker"] [[spawn]] [[BIS_fnc_stalk]];</code>
|x2= <sqf>private _stalking = [grp1, group player, nil, nil, { player distance BIS_Heli < 100 }, "BIS_mrkRetreatMarker"] spawn BIS_fnc_stalk;</sqf>


|x3= <sqf>private _stalking = [BIS_grpStalkers, BIS_grpPlayer, 20, 10, { BIS_Return }, 1] spawn BIS_fnc_stalk;</sqf>
|x3= <sqf>private _stalking = [BIS_grpStalkers, BIS_grpPlayer, 20, 10, { BIS_Return }, 1] spawn BIS_fnc_stalk;</sqf>


|x4= <code>private _stalking = [BIS_grpStalkers, BIS_grpPlayer, 5, 0, { dayTime > 20 }, [3600,600,0]] spawn [[BIS_fnc_stalk]];</code>
|x4= <sqf>private _stalking = [BIS_grpStalkers, BIS_grpPlayer, 5, 0, { dayTime > 20 }, [3600,600,0]] spawn BIS_fnc_stalk;</sqf>


|exec= spawn|seealso= [[BIS_fnc_spawnGroup]]
|exec= spawn
 
|seealso= [[BIS_fnc_spawnGroup]]
}}
}}

Latest revision as of 23:12, 12 July 2022

Hover & click on the images for description

Description

Description:
Continuously set WP of one group to a different group to hunt it. It does not change the group's behaviour.
Script terminates if one of the groups is eliminated or if the optional condition is activated.
Execution:
spawn
Groups:
Object ManipulationCombat

Syntax

Syntax:
[stalker, stalked, refresh, radius, endCondition, endDestination] spawn BIS_fnc_stalk
Parameters:
stalker: Group - the group that will move towards the other
stalked: Group - the group that will be followed
refresh: Number - (Optional, default 10, minimum 5) time between waypoint updates
radius: Number - (Optional, default 0, minimum 0) waypoint "precision"
endCondition: Code - (Optional, default {false}) condition that if true stops stalker to follow stalked
endDestination: String or Position or Object or Number - (Optional, default 0) destination stalker will go after endCondition is met (or stalked is killed)
  • String - destination marker name
  • Position - destination
  • Object - destination
  • Number
    • 0: return to original group waypoints
    • 1: search around their current stalking position, in a 50m radius
    • 2: return to the original position before stalking
Return Value:
Boolean - true when done

Examples

Example 1:
private _stalking = [BIS_grpStalkers, BIS_grpPlayer] spawn BIS_fnc_stalk;
Example 2:
private _stalking = [grp1, group player, nil, nil, { player distance BIS_Heli < 100 }, "BIS_mrkRetreatMarker"] spawn BIS_fnc_stalk;
Example 3:
private _stalking = [BIS_grpStalkers, BIS_grpPlayer, 20, 10, { BIS_Return }, 1] spawn BIS_fnc_stalk;
Example 4:
private _stalking = [BIS_grpStalkers, BIS_grpPlayer, 5, 0, { dayTime > 20 }, [3600,600,0]] spawn BIS_fnc_stalk;

Additional Information

See also:
BIS_fnc_spawnGroup

Notes

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