BIS_fnc_relPos
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Description
- Description:
/************************************************************ Relative Position Parameters: [object or position, distance, direction] Returns a position that is a specified distance and compass direction from the passed position or object. Example: [player, 5, 100] call BIS_fnc_relPos ************************************************************/
(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Example 1:
//Lawman_Actual: "Will Create a nice spiral of flares from the player at 30 degree intervals and increasing distance" for "_x" from 0 to 1440 step 30 do{ _distance = (_x/100)*2; _targetPos = [(getPos player), _distance, _x] call BIS_fnc_relPos; _targetPos set [2,0]; _flare = "F_40mm_White" createVehicle _targetPos; sleep 0.25; };
Additional Information
- See also:
- getPos
Notes
-
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Notes
Bottom Section
- Posted on January 7, 2016 - 19:26 (UTC)
- Lawman Actual
- The function appears to work in two dimensions, and as such can be used to find the position of a target relative to the player if bearing and distance are known. However, if there is a significant change in elevation between yourself and the target, the distance registered on a ragefinder (which is measuring a 3 dimensional straight line) will always be larger than the two-dimensional value required for BIS_fnc_relPos and as such air-strikes and ordnance called in using such a function can miss by several hundred metres in extreme cases. Currently searching for a method which incorporates the azimuth of the rangefinder in calculation.