BIS fnc stalk: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - " <h3 style="display:none">Notes</h3> <dl class="command_description"> <!-- Note Section BEGIN --> <!-- Note Section END --> </dl> " to "")
m (Text replacement - " *\| *([Cc]omments|COMMENTS|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("server" o...)
Line 1: Line 1:
{{Function|Comments=
{{Function


| arma3 |Game name=
| arma3


|1.00|= Game version
|1.00|= Game version


|gr1= Object Manipulation |GROUP1=
|gr1= Object Manipulation


|gr2= Combat |GROUP2=
|gr2= Combat


| Continuously set WP of one group to a different group to hunt it. It does not change the group's behaviour.<br>
| Continuously set WP of one group to a different group to hunt it. It does not change the group's behaviour.<br>
Script terminates if one of the groups is eliminated or if the optional condition is activated. |DESCRIPTION=
Script terminates if one of the groups is eliminated or if the optional condition is activated.


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


|p1= stalker: [[Group]] - the group that will move towards the other |PARAMETER1=
|p1= stalker: [[Group]] - the group that will move towards the other


|p2= stalked: [[Group]] - the group that will be followed |PARAMETER2=
|p2= stalked: [[Group]] - the group that will be followed


|p3= refresh: [[Number]] - (Optional, default 10, minimum 5) time between waypoint updates |PARAMETER3=
|p3= refresh: [[Number]] - (Optional, default 10, minimum 5) time between waypoint updates


|p4= radius: [[Number]] - (Optional, default 0, minimum 0) waypoint "precision" |PARAMETER4=
|p4= radius: [[Number]] - (Optional, default 0, minimum 0) waypoint "precision"


|p5= endCondition: [[Code]] - (Optional, default {[[false]]}) condition that if true stops ''stalker'' to follow ''stalked'' |PARAMETER5=
|p5= endCondition: [[Code]] - (Optional, default {[[false]]}) condition that if true stops ''stalker'' to follow ''stalked''


|p6= endDestination: [[String]] or [[Position]] or [[Object]] or [[Number]] - (Optional, default 0) destination ''stalker'' will go after ''endCondition'' is met (or ''stalked'' is killed)
|p6= endDestination: [[String]] or [[Position]] or [[Object]] or [[Number]] - (Optional, default 0) destination ''stalker'' will go after ''endCondition'' is met (or ''stalked'' is killed)
Line 31: Line 31:
** 0: return to original group waypoints
** 0: return to original group waypoints
** 1: search around their current stalking position, in a 50m radius
** 1: search around their current stalking position, in a 50m radius
** 2: return to the original position before stalking |PARAMETER6=
** 2: return to the original position before stalking


| [[Boolean]] - [[true]] when done |RETURNVALUE=
| [[Boolean]] - [[true]] when done


|x1= <code>_stalking = [BIS_grpStalkers, BIS_grpPlayer] [[spawn]] [[BIS_fnc_stalk]];</code> |EXAMPLE1=
|x1= <code>_stalking = [BIS_grpStalkers, BIS_grpPlayer] [[spawn]] [[BIS_fnc_stalk]];</code>


|x2= <code>_stalking = [grp1, [[group]] [[player]], [[nil]], [[nil]], { [[player]] [[distance]] BIS_Heli < 100 }, "BIS_mrkRetreatMarker"] [[spawn]] [[BIS_fnc_stalk]];</code> |EXAMPLE2=
|x2= <code>_stalking = [grp1, [[group]] [[player]], [[nil]], [[nil]], { [[player]] [[distance]] BIS_Heli < 100 }, "BIS_mrkRetreatMarker"] [[spawn]] [[BIS_fnc_stalk]];</code>


|x3= <code>_stalking = [BIS_grpStalkers, BIS_grpPlayer, 20, 10, { BIS_Return }, 1] [[spawn]] [[BIS_fnc_stalk]];</code> |EXAMPLE3=
|x3= <code>_stalking = [BIS_grpStalkers, BIS_grpPlayer, 20, 10, { BIS_Return }, 1] [[spawn]] [[BIS_fnc_stalk]];</code>


|x4= <code>_stalking = [BIS_grpStalkers, BIS_grpPlayer, 5, 0, { [[dayTime]] > 20 }, [3600,600,0]] [[spawn]] [[BIS_fnc_stalk]];</code> |EXAMPLE4=
|x4= <code>_stalking = [BIS_grpStalkers, BIS_grpPlayer, 5, 0, { [[dayTime]] > 20 }, [3600,600,0]] [[spawn]] [[BIS_fnc_stalk]];</code>


|exec= spawn |Execution=
|exec= spawn |Execution=


| [[BIS_fnc_spawnGroup]] |SEEALSO=
| [[BIS_fnc_spawnGroup]]
}}
}}



Revision as of 23:48, 17 January 2021

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

Additional Information

See also:
BIS_fnc_spawnGroup

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

Bottom Section