setObjectScale

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Revision as of 15:27, 16 May 2023 by Lou Montana (talk | contribs) (Add MP note and examples)
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Description

Description:
Scales an attached object or a Simple Object's model.
Multiplayer:
This feature was not created with multiplayer in mind. The acceptable way to use setObjectScale in MP is to use a local object, ideally a Simple Object.
If said object is not a Simple one, setObjectScale must be applied every frame (using e.g the "EachFrame" Mission Event Handler). See Example 3.
Problems:
The Arma 3 LOD limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center. This command works on all objects in Eden Editor or scenario preview, but it will not save and will reset when objects get moved. Eden Editor support is only intended for artists.
Setting the scale of non-simple objects, such as vehicles with players/AI in them, static objects (simulation = "house" in config), etc. might be possible, but not officially supported. You may encounter issues.
Changing the direction of the object (e.g. using setDir, setVectorDir, etc.) will reset the object back to its original size (probably because the engine normalizes the directions, thus the scale in the transformation matrix becomes 1), so those commands should be run before resizing the object.
Groups:
Object Manipulation

Syntax

Syntax:
object setObjectScale scale
Parameters:
object: Object - must be either an attached object or Simple Object
scale: Number - limited to 0.0001 to 65504, relative to the object model's normal scale
Return Value:
Nothing

Examples

Example 1:
_mrap attachTo [player,[0,0,0]]; _mrap setObjectScale 0.1;
Example 2:
// select an object in Eden Editor and execute the following code in the Arma 3: Debug Console. When moving the object, the effect is reset! (get3DENSelected "Object" # 0) setObjectScale 0.1;
Example 3:
private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; _localNormalObject attachTo [player, [0, 2, 1.5]]; // normal object must be attached addMissionEventHandler ["EachFrame", { _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale }, [_localNormalObject, 0.1]]; // normal object must be scaled each frame private _localSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, true]; _localSimpleObject setObjectScale 0.1; // once is enough

Additional Information

See also:
getObjectScale createVehicleLocalcreateSimpleObject BIS_fnc_createSimpleObject Multiplayer Scripting

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
Waffle SS. - c
Posted on Dec 23, 2021 - 06:29 (UTC)
For those interested in the extra cursed, you can scale non-simple objects by running the command every frame. The multiplayer performance of this is likely terrible.
addMissionEventHandler ["EachFrame", { { if (_x != player) then { _x setObjectScale 0.5; }; } forEach allUnits; }];
P1ker1 - c
Posted on Jan 04, 2022 - 22:17 (UTC)
Note that
_obj setObjectScale 2;
doubles the scale factor of an object, not the volume. In the case of a cube this would be the length of an edge.
If you want to multiply the volume, raise the scale to the power of 1/3.
// Example with 1x1x1 m^3 helper objects // vectorAdds elevate the cubes so they touch the ground after scaling. _cube1 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [1,3,0.5])]; _cube2 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [3,1,0.5])]; _cube3 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F",(getPosASL player vectorAdd [1.35,1.35,0.13])]; // Double the side length. V=2^3=8 _cube1 setObjectScale 2; // Octuple(8x) the volume. V=(8^(1/3))^3=8 _cube2 setObjectScale 8^(1/3); // Double the volume. V=(2^(1/3))^3=2 _cube3 setObjectScale 2^(1/3);