moveInTurret: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Some wiki formatting) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
Line 22: | Line 22: | ||
|gr1= Turrets | |gr1= Turrets | ||
|descr= Moves the soldier into the vehicle's turret. (Immediately, without animation) | |descr= Moves the soldier into the vehicle's turret. (Immediately, without animation). | ||
{{Feature|informative|See [[AI Group Vehicle Management]] for more information.}} | {{Feature|informative|See [[AI Group Vehicle Management]] for more information.}} | ||
Line 32: | Line 28: | ||
|p1= unitName: [[Object]] | |p1= unitName: [[Object]] | ||
|p2= vehicle: [[Object]] | |p2= vehicle: [[Object]] | ||
|p3= turretPath: [[Array]] | |||
|p3= turretPath: [[Array]] format [[Turret Path]] | |||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
Line 42: | Line 40: | ||
}} | }} | ||
{{Note | |||
|user= Kronzky | |||
|timestamp= 20080306203100 | |||
|text= To find out which turrets are available on a vehicle ('''edit:''' before [[allTurrets]]), and what the syntax is, you can use {{Link|http://kronzky.info/turrets/index.htm|this little script}}. | |||
<!-- in case kronzky.info disappears :( | |||
<sqf> | |||
_cfg = configFile >> "CfgVehicles" >> typeof _veh >> "turrets"; | |||
_tc = count _cfg; | |||
if (_tc>0) then { | |||
_mtc = count _cfg; // number of main turrets | |||
_out = _out + format["Main Turrets: %1\n",count _cfg]; | |||
for "_mti" from 0 to _mtc-1 do { | |||
_mt = (_cfg select _mti); | |||
_st = _mt >> "turrets"; | |||
_stc = count _st; // sub-turrets in current main one | |||
_out = _out + format["Turret #%1, %2: [%1]\n",_mti,configName(_mt)]; | |||
_weaps = getArray(_mt >> "weapons"); | |||
_out = _out + format[" Weapons:\n"]; | |||
{_out = _out + format[" %1\n",_x]}forEach _weaps; | |||
_aid = player addAction [format["MoveIn: %1 [%2]",configName(_mt),_mti],"vehinfo.sqf",[_veh,_mti,-1]]; | |||
_actionIDs=_actionIDs + [_aid]; | |||
for "_sti" from 0 to _stc-1 do { | |||
_stp = (_st select _sti); | |||
_out = _out + format["Turret #%1, %2: [%1,%3]\n",_mti,configName(_stp),_sti]; | |||
_weaps = getArray(_stp >> "weapons"); | |||
_out = _out + format[" Weapons:\n"]; | |||
{_out = _out + format[" %1\n",_x]}forEach _weaps; | |||
_aid = player addAction [format["MoveIn: %1 [%2,%3]",configName(_stp),_mti,_sti],"vehinfo.sqf",[_veh,_mti,_sti]]; | |||
_actionIDs=_actionIDs + [_aid]; | |||
}; | |||
}; | |||
}; | |||
</sqf> | |||
--> | |||
}} | |||
{{Note | |||
|user= hcpookie | |||
|timestamp= 20140213015600 | |||
|text= Examples for nested turrets: | |||
Examples for nested turrets: | |||
MainTurret = <sqf>_soldierOne moveInTurret [_tank, [0]]</sqf> | MainTurret = <sqf>_soldierOne moveInTurret [_tank, [0]];</sqf> | ||
CommanderTurret = <sqf>_soldierOne moveInTurret [_tank, [0, 0]]</sqf> | CommanderTurret = <sqf>_soldierOne moveInTurret [_tank, [0, 0]];</sqf> | ||
... where: | ... where: | ||
Line 82: | Line 109: | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
}} | |||
{{Note | |||
|user= Killzone_Kid | |||
|timestamp= 20140319000700 | |||
|text= Here is a small function to find available ''turret paths'' for a given vehicle. It will only search 2 levels deep, hence called ''commonTurrets'': | |||
<sqf> | <sqf> | ||
KK_fnc_commonTurrets = { | KK_fnc_commonTurrets = { | ||
Line 107: | Line 134: | ||
<sqf>hint str (vehicle player call KK_fnc_commonTurrets); // [[0],[0,0]]</sqf> | <sqf>hint str (vehicle player call KK_fnc_commonTurrets); // [[0],[0,0]]</sqf> | ||
See also [[allTurrets]] | See also [[allTurrets]] | ||
}} | |||
Revision as of 10:44, 8 August 2022
Description
- Description:
- Moves the soldier into the vehicle's turret. (Immediately, without animation).
- Groups:
- Turrets
Syntax
- Syntax:
- unitName moveInTurret [vehicle, turretPath]
- Parameters:
- unitName: Object
- vehicle: Object
- turretPath: Array format Turret Path
- Return Value:
- Nothing
Examples
- Example 1:
- _soldierOne moveInTurret [_tank, [0, 0]];
Additional Information
- See also:
- allTurrets fullCrew assignAsTurret moveInAny moveInCargo moveInCommander moveInDriver moveInGunner assignAsCargo assignAsCommander assignAsDriver assignAsGunner GetInTurret
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
- Posted on Mar 06, 2008 - 20:31 (UTC)
- To find out which turrets are available on a vehicle (edit: before allTurrets), and what the syntax is, you can use this little script.
- Posted on Feb 13, 2014 - 01:56 (UTC)
-
Examples for nested turrets:
MainTurret = CommanderTurret =_soldierOne moveInTurret [_tank, [0]];... where: MainTurret is the standard BIS MainTurret... e.g:_soldierOne moveInTurret [_tank, [0, 0]];
class Turrets { class MainTurret {}; };
CommanderTurret is the standard BIS CommanderTurret located on the MainTurret... e.g:
class Turrets { class MainTurret { class Turrets { class CommanderTurret {}; }; }; };
- Posted on Mar 19, 2014 - 00:07 (UTC)
-
Here is a small function to find available turret paths for a given vehicle. It will only search 2 levels deep, hence called commonTurrets:
Example call: See also allTurretsKK_fnc_commonTurrets = { private ["_arr","_trts"]; _arr = []; _trts = configFile / "CfgVehicles" / typeOf _this / "Turrets"; for "_i" from 0 to count _trts - 1 do { _arr set [count _arr, [_i]]; for "_j" from 0 to count ( _trts / configName (_trts select _i) / "Turrets" ) - 1 do { _arr set [count _arr, [_i, _j]]; }; }; _arr };
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Turrets
- Scripting Commands: Global Effect