isAwake: Difference between revisions

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m (Replaced <code> with <sqf>)
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* Unit is [[alive]], ragdoll is active - [[false]]
* Unit is [[alive]], ragdoll is active - [[false]]
* Unit is [[alive]], ragdoll is NOT active - [[true]]
* Unit is [[alive]], ragdoll is NOT active - [[true]]
* Unit is NOT [[alive]], ragdoll is active - [[true]] (since 2.10)
* {{GVI|arma3|2.10}} Unit is NOT [[alive]], ragdoll is active - [[true]]
* Unit is NOT [[alive]], ragdoll is NOT active - [[false]] (since 2.10)
* {{GVI|arma3|2.10}} Unit is NOT [[alive]], ragdoll is NOT active - [[false]]
It may look counter-intuitive but there is a simple formula to return ragdoll state of a unit (since 2.10):
It may look counter-intuitive but there is a simple formula to return ragdoll state of a unit (since {{GVI|arma3|2.10}}):
<code>[[private]] _unitIsInRagdoll = [[alive]] _unit != [[isAwake]] _unit;</code>  
<sqf>private _unitIsInRagdoll = alive _unit != isAwake _unit;</sqf>


|s1= [[isAwake]] object
|s1= [[isAwake]] object

Revision as of 13:22, 14 May 2022

Hover & click on the images for description

Description

Description:
Returns resting state of a PhysX (EPE) object. Some EPE objects are deliberately put to sleep by the engine to save resources. This command returns true when object is simulating and false when it is put to sleep. With units of type Man the behaviour is slightly different. As units never get put to sleep, the command outputs ragdoll state of a unit instead. There are 6 states for the output of the command: It may look counter-intuitive but there is a simple formula to return ragdoll state of a unit (since Arma 3 logo black.png2.10):
private _unitIsInRagdoll = alive _unit != isAwake _unit;
Groups:
Object Manipulation

Syntax

Syntax:
isAwake object
Parameters:
object: Object - PhysX object or unit
Return Value:
Boolean - see description

Examples

Example 1:
private _isAwake = isAwake _object;

Additional Information

See also:
awake addTorque addForce vectorModelToWorld vectorModelToWorldVisual selectionPosition

Notes

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