BIS fnc destroyer01HandleDamage: Difference between revisions
Jump to navigation
Jump to search
m (adding cat) |
m (fuckup, sorry) |
||
Line 55: | Line 55: | ||
[[Category:Function Group: Destroyer|{{uc:Destroyer01HandleDamage}}]] | [[Category:Function Group: Destroyer|{{uc:Destroyer01HandleDamage}}]] | ||
[[Category:Functions|{{uc:Destroyer01HandleDamage}}]] | [[Category:Functions|{{uc:Destroyer01HandleDamage}}]] | ||
[[Category: | [[Category:{{Name|arma3}}: Functions|{{uc:Destroyer01HandleDamage}}]] |
Revision as of 01:59, 2 April 2019
Description
- Description:
/* Author: Bravo Zero One development - John_Spartan Description: - This is a damage visual FX simulation function designed to animate ships bridge windows when shot. Due to engine limitation (damage simulation is disabled for indestructible objects e.g. ships components) this workaround is applied. Execution: - Call from EH on the ship's model part with windows. Example: class Eventhandlers { HitPart = "_this call BIS_fnc_Destroyer01HandleDamage;"; }; Requirements: - Compatible object (e.g. ship component) must have a set of selections that are setup and named by convention. Selections must be defined as hidden selections in order for setObjectTexture to work. Parameter(s): _this select 0: mode (Scalar) 0: event Handler Array as documented here - https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitPart Returns: nothing Result: Destroyer (ship) window textures are swapped for damaged ones. Simple swap. */
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [] call BIS_fnc_Destroyer01HandleDamage
- 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