BIS fnc destroyer01Init: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (adding cat)
m (fuckup, sorry)
Line 74: Line 74:
[[Category:Function Group: Destroyer|{{uc:Destroyer01Init}}]]
[[Category:Function Group: Destroyer|{{uc:Destroyer01Init}}]]
[[Category:Functions|{{uc:Destroyer01Init}}]]
[[Category:Functions|{{uc:Destroyer01Init}}]]
[[Category:Placeholder function]]
[[Category:{{Name|arma3}}: Functions|{{uc:Destroyer01Init}}]]

Revision as of 01:59, 2 April 2019

Hover & click on the images for description

Description

Description:
/*
	Author: Bravo Zero One development
	- John_Spartan

	Description:
	- This is a main function designed to assemble dynamic ship (multi-part structure). Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space.

	Execution:
	- Call from EH on the main ship's base model (blank model with memory points and reference config).

		Example:
		class Eventhandlers
		{
			init = "_this call bis_fnc_Destroyer01Init";								//main init fnc, will assemble ship in game
			AttributesChanged3DEN = "_this call bis_fnc_Destroyer01EdenInit";			//function to update objects position in EDEN editor if attributes changed by player
			Dragged3DEN = "_this call bis_fnc_Destroyer01PosUpdate";					//function to update objects position in EDEN editor if attributes changed by player
			RegisteredToWorld3DEN = "_this call bis_fnc_Destroyer01EdenInit";			//initial EDEN init fnc (main init is still called)
			UnregisteredFromWorld3DEN = "_this call bis_fnc_Destroyer01EdenDelete";		//function  to delete all ship objects in EDEN editor
		};

	Requirements:
	- Compatible object (carrier/ship) must have a base model with reference memory points and set of parts defined as separate objects in cfgVehicles config with their own models.
	Main ship base must have a definition of all listed sub parts and memory point position to reference it's placement in 3D space.

		Example in cfgVehicles class for ship base
		multiStructureParts[] = {
						{"Land_Destroyer_01_hull_01_F","pos_hull_1"},
						{"Land_Destroyer_01_hull_02_F","pos_hull_2"},
						{"Land_Destroyer_01_hull_03_F","pos_hull_3"},
						{"Land_Destroyer_01_hull_04_F","pos_hull_4"},
						{"Land_Destroyer_01_hull_05_F","pos_hull_5"},
						{"Land_Destroyer_01_interior_02_F","pos_hull_2"},
						{"Land_Destroyer_01_interior_03_F","pos_hull_3"},
						{"Land_Destroyer_01_interior_04_F","pos_hull_4"},
						{"Land_HelipadEmpty_F","pos_heliPad"},
						{"ShipFlag_US_F","pos_Flag"}

					};

	Parameter(s):
		_this select 0: mode (Scalar)
		0: ship Base/object

		and parameters from config

	Returns: exposes and array of objects (ship parts) to other scripts for easy access as variable in it's own object name-space.
	Result: Destroyer (ship) is assembled

*/
Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[] call BIS_fnc_Destroyer01Init
Parameters:
parameter: Datatype - (Optional, default defValue) description
Return Value:
Datatype - description

Examples

Example 1:

Additional Information

See also:
See also needed

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