setPos: Difference between revisions

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m (Text replacement - "Position2D" to "Position2D")
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|x2= <code>_obj [[setPos]] [<nowiki/>[[getPos]] _obj [[select]] 0, [[getPos]] _obj [[select]] 1, -5];</code>
|x2= <code>_obj setPos [<nowiki/>[[getPos]] _obj [[select]] 0, [[getPos]] _obj [[select]] 1, -5];</code>


|x3= <code>[[player]] [[setPos]] ([[getPos]] _obj);</code>
|x3= <code>player [[setPos]] ([[getPos]] _obj);</code>


|seealso= ‎[[setPosASL]], [[getPos]], [[setVehiclePosition]], [[Position#setPosAGLS|setPosAGLS]]
|seealso= ‎[[setPosASL]], [[getPos]], [[setVehiclePosition]], [[Position#setPosAGLS|setPosAGLS]]

Revision as of 11:14, 12 May 2022

Hover & click on the images for description

Description

Description:
Sets object position to format PositionAGLS (over surface). The Z value is used to calculate the nearest surface below the provided position. If the surface is close, it uses the Z position of the surface. Otherwise, Z value becomes the offset from that surface.
It is recommended to avoid this command when placing objects above other objects, due to the unpredictable behavior described above.
Multiplayer:
Armed Assault
ArmA 1.00 to 1.06: this command has local effect, but some simulation types do synchronise their changes over the network whilst others do not.
So far, the only known simulation type that doesn't synchronise its position over the net is "static" (simulation="house").
Groups:
Positions

Syntax

Syntax:
object setPos pos
Parameters:
object: Object
pos: Array - position in format PositionAGL or Position2D, in which case Z will be set to 0
Return Value:
Nothing

Examples

Example 1:
player setPos [getPos player select 0, getPos player select 1, (getPos player select 2) +10]; // the same as above using modelToWorld (ArmA v1.00) player setPos (player modelToWorld [0,0,10]); // the same as above using vectorAdd (Arma 3 v1.22) player setPos (getPos player vectorAdd [0,0,10]);
Example 2:
_obj setPos [getPos _obj select 0, getPos _obj select 1, -5];
Example 3:
player setPos (getPos _obj);

Additional Information

See also:
setPosASLgetPossetVehiclePositionsetPosAGLS

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
Posted on 6 Feb, 2011
Hduregger
Calling setPos on an object can cause the object's orientation to change. This depends on the terrain and/or objects below the object. This was tested by calling setPos on a test object with the position of a helicopter (modelToWorld with some offset). When flying over land the orientation of the test object would rapidly change depending on the slope of the ground and objects beneath it. Comment applicable to Ver 1.96 and earlier: obj1 setPos [x,y,z] Will place most objects z metres above ground level (negative numbers for underground). But if obj1 is a trigger then it will be placed z metres above sea level. This can be very useful if you want to check a unit's height above sea level but it can be a problem if you want to move a trigger to create an explosion or a sound. To move a trigger to a location at ground level: triggername setPos [x,y,0]; triggername setPos [x,y,abs(getPos triggername select 2)]; Note for ArmA: Using setPos for a trigger will work in exactly the same way that setPos works for other objects - namely that setPos [x,y,z] will place the trigger z metres above ground level. setPos for static objects like an ammo crate do not work in MP.
Posted on 23 Nov, 2011
Tankbuster
You can use getPos and setPos on triggers.