selectionPosition
Jump to navigation
Jump to search
Description
- Description:
- Search for selection in the object model (first in the memory level, then in geometry LODs).
Returns position in model space. In ArmA it returns the initial position of the selection, in Arma 2/Arma 3 position of the selection (e.g. when it is animated) in render time scope. If a selection does not exist [0,0,0] is returned. - Groups:
- Object ManipulationRender Time Scope
Syntax
- Syntax:
- object selectionPosition selectionName
- Parameters:
- object: Object
- selectionName: String
- Return Value:
- Array - in format PositionRelative ([x,y,z] relative position in model space)
Alternative Syntax
- Syntax:
- object selectionPosition [selectionName, LODName] Template:Since
- Parameters:
- object: Object
- [selectionName, LODName]: Array
- selectionName: String
- LODName: String - LOD name, one of the following:
- "Memory"
- "Geometry"
- "FireGeometry"
- "LandContact"
- "HitPoints"
- Return Value:
- Array - [x,y,z] relative position in model space
Examples
- Example 1:
_inModelPosition = player selectionPosition "head_hit";
- Example 2:
_inModelPosition = player selectionPosition "pelvis";
- Example 3:
_inModelPosition = player selectionPosition "head";
- Example 4:
_inModelPosition = player selectionPosition "camera";
Additional Information
- See also:
- modelToWorldselectionNames
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 January 5, 2007 - 12:24
- Giova
- To know more selections simply create an eventHandler damage on an object.
- Posted on July 29, 2015 - 09:35 (UTC)
- Jezuro
-
Since 1.49.131660, you can use an alternative syntax:
object selectionPosition [selectionName, lodName]
lodName: "Memory", "Geometry", "FireGeometry", "LandContact", "HitPoints"
If the given selectionName is not found in the given lod, [0,0,0] is returned.
- Posted on June 25, 2017 - 15:13 (UTC)
- Killzone Kid
- Do use the filter that comes with Alt Syntax to suit your needs. For example player has 3 selections called "head" and their selectionPositions are quite different from each other:
player selectionPosition ["head", "Memory"]; // [0.173798,0.330415,1.37783] player selectionPosition ["head", "FireGeometry"]; // [0.14375,0.206039,1.44689] player selectionPosition ["head", "HitPoints"]; // [0.144257,0.306769,1.53471]