BIS fnc scriptedMove: Difference between revisions
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{{TabView | |||
|selected= 2 | |||
|title1= {{TabView/GameTitle|arma2|arma2oa}} | |||
|content1= | |||
{{RV|type=function | |||
|game1= arma2oa | |||
|version1= 1.50 | |||
|game2= tkoh | |||
|version2= 1.00 | |||
|game3= arma3 | |||
|version3= 0.50 | |||
|gr1= Object Manipulation | |||
|descr= Force a unit to turn towards and walk to provided destination(s). | |||
{{Feature|arma3|This syntax is '''broken''' in {{arma3}} as its code relies on [[Arma 2: Multiplayer Framework]] and only works since {{GVI|arma3|2.10}} (see other tab).}} | |||
|s1= [unit, waypoints, code, walkAnim, animLength] call [[BIS_fnc_scriptedMove]] | |||
|p1= unit: [[Object]] | |||
|p2= waypoints: [[Array]] of [[Position]]s | |||
|p3= code: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code to run after waypoint completion | |||
|p4= walkAnim: [[String]] - (Optional, default "AmovPercMwlkSnonWnonDf") | |||
|p5= animLength: [[Number]] - ('''required''' if ''walkAnim'' is defined) distance made by ''walkAnim'' animation | |||
|r1= [[Script Handle]] | |||
|x1= <sqf>[myUnit, [getMarkerPos "wp1", getMarkerPos "wp2", getMarkerPos "wp3"]] call BIS_fnc_scriptedMove;</sqf> | |||
|seealso= [[move]] [[setDriveOnPath]] | |||
}} | |||
|title2= {{TabView/GameTitle|arma3}} | |||
|content2= | |||
{{RV|type=function | {{RV|type=function | ||
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|descr= Forces a unit to turn towards and walk to provided destination(s). Will not work on [[player]]. When [[Group]] is used as argument, the function will be automatically executed for each unit in the group. | |descr= Forces a unit to turn towards and walk to provided destination(s). Will not work on [[player]]. When [[Group]] is used as argument, the function will be automatically executed for each unit in the group. | ||
{{Feature|important| | {{Feature|important|The {{arma3}}-compatible version will be available in '''{{arma3}} v2.10'''.}} | ||
{{Feature|informative|When using endAnim, make sure it is able to break walkAnim (not all animations are compatible). When code is executed, it receives the following params [unit, waypoints, currentIndex, userArgs] }} | {{Feature|informative|When using endAnim, make sure it is able to break walkAnim (not all animations are compatible). When code is executed, it receives the following params [unit, waypoints, currentIndex, userArgs] }} | ||
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|p1= unitOrGroup: [[Object]] or [[Group]] - unit or group of units of the class "Man" | |p1= unitOrGroup: [[Object]] or [[Group]] - unit or group of units of the class "Man" | ||
|p2= waypoints: [[Array]] of [[Position]]s in format [pos1, pos2,...] or <nowiki | |p2= waypoints: [[Array]] of [[Position]]s in format [pos1, pos2, ...] or [<nowiki/>[pos1, completionRadius1, turnSpeedCoef1], [pos2, completionRadius2, turnSpeedCoef2], ...] | ||
|p3= code: [[Code]] or [[Array]] - (Optional, default <sqf inline>{}</sqf>) code to run after each waypoint completion. Format {code} or <nowiki>[</nowiki>[params], {code}] | |p3= code: [[Code]] or [[Array]] - (Optional, default <sqf inline>{}</sqf>) code to run after each waypoint completion. Format {code} or <nowiki>[</nowiki>[params], {code}] | ||
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|seealso= [[move]] [[setDriveOnPath]] | |seealso= [[move]] [[setDriveOnPath]] | ||
}} | |||
}} | }} |
Revision as of 13:58, 2 August 2022
Arma 2 to Arma 2: Operation Arrowhead
Arma 3
Description
- Description:
- Force a unit to turn towards and walk to provided destination(s).
- Execution:
- call
- Groups:
- Object Manipulation
Syntax
- Syntax:
- [unit, waypoints, code, walkAnim, animLength] call BIS_fnc_scriptedMove
- Parameters:
- unit: Object
- waypoints: Array of Positions
- code: Code - (Optional, default {}) code to run after waypoint completion
- walkAnim: String - (Optional, default "AmovPercMwlkSnonWnonDf")
- animLength: Number - (required if walkAnim is defined) distance made by walkAnim animation
- Return Value:
- Script Handle
Examples
- Example 1:
Additional Information
- See also:
- move setDriveOnPath
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
Description
- Description:
- Forces a unit to turn towards and walk to provided destination(s). Will not work on player. When Group is used as argument, the function will be automatically executed for each unit in the group.
- Execution:
- call
- Groups:
- Object Manipulation
Syntax
- Syntax:
- [unitOrGroup, waypoints, code, walkAnim, completionRadius, endAnim] call BIS_fnc_scriptedMove
- Parameters:
- unitOrGroup: Object or Group - unit or group of units of the class "Man"
- waypoints: Array of Positions in format [pos1, pos2, ...] or [[pos1, completionRadius1, turnSpeedCoef1], [pos2, completionRadius2, turnSpeedCoef2], ...]
- code: Code or Array - (Optional, default {}) code to run after each waypoint completion. Format {code} or [[params], {code}]
- walkAnim: String - (Optional, default "AmovPercMwlkSnonWnonDf") walking animation to be played in a loop
- completionRadius: Number - (Optional, default 0.5) how far from waypoint center to consider waypoint completion. Global value. The completionRadius given with individual waypoint position overrides global value
- turnSpeedCoef: Number - (Optional, default 1.0) how quickly the unit turns towards next waypoint (fast 0.1 ... 10 slow). The turnSpeedCoef given with individual waypoint position overrides global value
- endAnim: Number - (Optional, default animationState of the unit prior to function execution) when unit reaches last point, this is the animation to be played immediately. Use "" to let last walkAnim run in full
- Return Value:
- Script Handle or String or Nothing - depends on execution (local/remote/error);
Examples
- Example 1:
Additional Information
- See also:
- move setDriveOnPath
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