setObjectScale: Difference between revisions
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Lou Montana (talk | contribs) (Add MP note and examples) |
Lou Montana (talk | contribs) m (Fix MP note) |
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|mp= {{Feature|warning| | |mp= {{Feature|warning| | ||
The acceptable way to use [[setObjectScale]] in MP is to use a '''[[Multiplayer Scripting#Locality|local]]''' object, ideally a [[Arma 3: Simple Objects|Simple Object]].<br> | |||
[[setObjectScale]] can be applied once on a Simple Object, otherwise it must be applied every frame (using e.g the [[Arma 3: Mission Event Handlers#EachFrame|"EachFrame" Mission Event Handler]]) - see {{Link|#Example 3}}. | |||
}} | }} | ||
|pr= The {{arma3}} [[LOD]] limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center. | |pr= The {{arma3}} [[LOD]] limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center. | ||
This command works on all objects in [[Eden Editor]] or scenario preview, but it will not save and will reset when objects get moved. [[Eden Editor]] support is only intended for artists. | This command works on all objects in [[:Category:Eden Editor|Eden Editor]] or scenario preview, but it will not save and will reset when objects get moved. [[Eden Editor]] support is only intended for artists. | ||
{{Feature|informative|Setting the scale of non-simple objects, such as vehicles with players/AI in them, static objects ({{hl|simulation {{=}} "house"}} in config), etc. might be possible, but not officially supported. You may encounter issues.}} | {{Feature|informative|Setting the scale of non-simple objects, such as vehicles with players/AI in them, static objects ({{hl|simulation {{=}} "house"}} in config), etc. might be possible, but not officially supported. You may encounter issues.}} | ||
{{Feature|important|Changing the direction of the object (e.g. using [[setDir]], [[setVectorDir]], etc.) will reset the object back to its original size (probably because the engine | {{Feature|important|Changing the direction of the object (e.g. using [[setDir]], [[setVectorDir]], etc.) will reset the object back to its original size (probably because the engine normalises the directions, thus the scale in the transformation matrix becomes 1), so those commands should be run '''before''' resizing the object.}} | ||
|s1= object [[setObjectScale]] scale | |s1= object [[setObjectScale]] scale |
Revision as of 15:57, 16 May 2023
Description
- Description:
- Scales an attached object or a Simple Object's model.
- Multiplayer:
- Problems:
- The Arma 3 LOD limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center. This command works on all objects in Eden Editor or scenario preview, but it will not save and will reset when objects get moved. Eden Editor support is only intended for artists.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object setObjectScale scale
- Parameters:
- object: Object - must be either an attached object or Simple Object
- scale: Number - limited to 0.0001 to 65504, relative to the object model's normal scale
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- // select an object in Eden Editor and execute the following code in the Arma 3: Debug Console. When moving the object, the effect is reset! (get3DENSelected "Object" # 0) setObjectScale 0.1;
- Example 3:
- private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; _localNormalObject attachTo [player, [0, 2, 1.5]]; // normal object must be attached addMissionEventHandler ["EachFrame", { _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale }, [_localNormalObject, 0.1]]; // normal object must be scaled each frame private _localSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, true]; _localSimpleObject setObjectScale 0.1; // once is enough
Additional Information
- See also:
- getObjectScale createVehicleLocalcreateSimpleObject BIS_fnc_createSimpleObject Multiplayer Scripting
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 Dec 23, 2021 - 06:29 (UTC)
- For those interested in the extra cursed, you can scale non-simple objects by running the command every frame. The multiplayer performance of this is likely terrible.
- Posted on Jan 04, 2022 - 22:17 (UTC)
-
Note that
doubles the scale factor of an object, not the volume. In the case of a cube this would be the length of an edge._obj setObjectScale 2;
If you want to multiply the volume, raise the scale to the power of 1/3.
// Example with 1x1x1 m^3 helper objects // vectorAdds elevate the cubes so they touch the ground after scaling. _cube1 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [1,3,0.5])]; _cube2 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [3,1,0.5])]; _cube3 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [1.35,1.35,0.13])]; // Double the side length. V=2^3=8 _cube1 setObjectScale 2; // Octuple(8x) the volume. V=(8^(1/3))^3=8 _cube2 setObjectScale 8^(1/3); // Double the volume. V=(2^(1/3))^3=2 _cube3 setObjectScale 2^(1/3);