Command Group: Render Time Scope – Category
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{{ | Render time scope was introduced with '''{{arma2oa}} 1.60''' and is available in '''{{tkoh}}''' and '''{{arma3}}'''. | ||
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== Overview of Scripting Commands == | == Overview of Scripting Commands == | ||
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* [[Simulation vs Render Time Scope]] for more information. | * [[Simulation vs Render Time Scope]] for more information. | ||
* [https://www.bohemia.net/blog/experimental-betas-interpolating-the-future Original dev blog post] from June 15, 2011 during {{arma2oa}} development | * [https://www.bohemia.net/blog/experimental-betas-interpolating-the-future Original dev blog post] from June 15, 2011 during {{arma2oa}} development | ||
[[Category:Scripting Commands by Functionality]] |
Revision as of 01:33, 7 January 2021
Render time scope was introduced with Arma 2: Operation Arrowhead 1.60 and is available in Take On Helicopters and Arma 3.
Overview of Scripting Commands
These scripting commands work in render time scope rather than simulation time scope.
Render Time Scope | Simulation Time Scope | z Description |
---|---|---|
getPosVisual / visiblePosition | getPos / position | z = 0 on objects with roadways, terrain, water + waves |
getPosATLVisual | getPosATL | z = 0 on terrain |
getPosASLVisual / visiblePositionASL | getPosASL | z = 0 on water |
N/A | getPosASLW | z = 0 on water + waves |
AGLToASL + modelToWorldVisual [0,0,0] | getPosWorld | z = 0 on water. Calculated to true model center instead of land contact or bounding center |
modelToWorldVisual | modelToWorld | z = 0 on objects with roadways, terrain, water + waves |
worldToModelVisual | worldToModel | z = 0 on objects with roadways, terrain, water + waves |
See also
- Simulation vs Render Time Scope for more information.
- Original dev blog post from June 15, 2011 during Arma 2: Operation Arrowhead development
Pages in category "Command Group: Render Time Scope"
The following 17 pages are in this category, out of 17 total.