BIS fnc destroyer01Init: Difference between revisions
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class Eventhandlers | class Eventhandlers | ||
{ | { | ||
init = "_this call | init = "_this call BIS_fnc_Destroyer01Init"; //main init fnc, will assemble ship in game | ||
AttributesChanged3DEN = "_this call | AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01EdenInit"; //function to update objects position in EDEN editor if attributes changed by player | ||
Dragged3DEN = "_this call | Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate"; //function to update objects position in EDEN editor if attributes changed by player | ||
RegisteredToWorld3DEN = "_this call | RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit"; //initial EDEN init fnc (main init is still called) | ||
UnregisteredFromWorld3DEN = "_this call | UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete"; //function to delete all ship objects in EDEN editor | ||
}; | }; | ||
Latest revision as of 18:25, 20 June 2021
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 is 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 is own object name-space. Result: Destroyer (ship) is assembled */
- Execution:
- call
- Groups:
- Destroyer
Syntax
- Syntax:
- [] call BIS_fnc_destroyer01Init
- Return Value:
- Return value needed
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
Notes
-
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