BIS_fnc_scriptedMove
Jump to navigation
Jump to search
Description
- Description:
- Forces a unit to turn towards and walk to provided destination(s). Will not work on player. When Group is used as argument, the function will be automatically executed for each unit in the group.
- Execution:
- call
- Groups:
- Object Manipulation
Syntax
- Syntax:
- [unitOrGroup, waypoints, code, walkAnim, completionRadius, endAnim] call BIS_fnc_scriptedMove
- Parameters:
- unitOrGroup: Object or Group - unit or group of units of the class "Man"
- waypoints: Array of Positions in format [pos1, pos2,...] or [[pos1, completionRadius1, turnSpeedCoef1], [pos2, completionRadius2, turnSpeedCoef2],...]
- code: Code or Array - (Optional, default {}) code to run after each waypoint completion. Format {code} or [[params], {code}]
- walkAnim: String - (Optional, default "AmovPercMwlkSnonWnonDf") walking animation to be played in a loop
- completionRadius: Number - (Optional, default 0.5) how far from waypoint center to consider waypoint completion. Global value. The completionRadius given with individual waypoint position overrides global value
- turnSpeedCoef: Number - (Optional, default 1.0) how quickly the unit turns towards next waypoint (fast 0.1 ... 10 slow). The turnSpeedCoef given with individual waypoint position overrides global value
- endAnim: Number - (Optional, default animationState of the unit prior to function execution) when unit reaches last point, this is the animation to be played immediately. Use "" to let last walkAnim run in full
- Return Value:
- Script Handle or String or Nothing - depends on execution (local/remote/error);
Examples
- Example 1:
Additional Information
- See also:
- move setDriveOnPath
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