createGuardedPoint: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...) |
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{{Command | {{Command | ||
| arma1 | | arma1 | ||
|1.00 | |1.00 | ||
|gr1= Waypoints | |gr1= Waypoints | ||
| Adds a point guarded by the given side (scripted way of adding equivalent of "GUARDED BY" trigger in [[3DEN|Editor]]). A closest AI group in the given side with assigned "GUARD" waypoint will attempt to secure this guard point. The actual guarded position is determined via the following rules: | | Adds a point guarded by the given side (scripted way of adding equivalent of "GUARDED BY" trigger in [[3DEN|Editor]]). A closest AI group in the given side with assigned "GUARD" waypoint will attempt to secure this guard point. The actual guarded position is determined via the following rules: | ||
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* If the given "vehicle" is valid, the position of the vehicle is extracted and guarded (Overrides both "position" and "objectMapID"). [[objNull]] to ignore. z of the vehicle position will be intact. | * If the given "vehicle" is valid, the position of the vehicle is extracted and guarded (Overrides both "position" and "objectMapID"). [[objNull]] to ignore. z of the vehicle position will be intact. | ||
For use with "GUARD" [[setWaypointType|waypoint]]. How does "GUARD" waypoint work: [[Waypoint:Guard]] | For use with "GUARD" [[setWaypointType|waypoint]]. How does "GUARD" waypoint work: [[Waypoint:Guard]] | ||
| | | '''createGuardedPoint''' [side, position, objectMapID, vehicle] | ||
| [[ | |p1= [side, position, idStatic, vehicle]: [[Array]] | ||
|p2= side: [[Side]] - The side which will be guarding | |||
|p3= position: [[Position]] - [[Object]], [[Group]], [[Position2D]] or [[Position3D]] | |||
|p4= objectMapID: [[Number]] - static id of map object. -1 to ignore | |||
|p5= vehicle: [[Object]] - vehicle to be used for position. [[objNull]] to ignore | |||
| [[Nothing]] | |||
|x1= <code>[[createGuardedPoint]] [<nowiki/>[[east]], [0,0], -1, [[vehicle]] [[player]]];</code> | |x1= <code>[[createGuardedPoint]] [<nowiki/>[[east]], [0,0], -1, [[vehicle]] [[player]]];</code> | ||
|[[createTrigger]], [[addWaypoint]], [[setWaypointType]] | |[[createTrigger]], [[addWaypoint]], [[setWaypointType]] | ||
}} | }} |
Revision as of 00:12, 18 January 2021
Description
- Description:
- Adds a point guarded by the given side (scripted way of adding equivalent of "GUARDED BY" trigger in Editor). A closest AI group in the given side with assigned "GUARD" waypoint will attempt to secure this guard point. The actual guarded position is determined via the following rules:
- Given "position" is always considered. It could be Object, Group, Position2D or Position3D. In every case, z coordinate will be ignored and point will be placed on nearest surface.
- If "objectMapID" is not negative, the position of the object with the given ID is used (Overrides "position"). -1 to ignore this argument. z of the object position will be intact.
- If the given "vehicle" is valid, the position of the vehicle is extracted and guarded (Overrides both "position" and "objectMapID"). objNull to ignore. z of the vehicle position will be intact.
- Groups:
- Waypoints
Syntax
- Syntax:
- createGuardedPoint [side, position, objectMapID, vehicle]
- Parameters:
- [side, position, idStatic, vehicle]: Array
- side: Side - The side which will be guarding
- position: Position - Object, Group, Position2D or Position3D
- objectMapID: Number - static id of map object. -1 to ignore
- vehicle: Object - vehicle to be used for position. objNull to ignore
- Return Value:
- Nothing
Examples
- Example 1:
createGuardedPoint [east, [0,0], -1, vehicle player];
Additional Information
- See also:
- createTriggeraddWaypointsetWaypointType
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
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Command Group: Waypoints
- Operation Flashpoint: Elite: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands