BIS_fnc_target

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Revision as of 17:30, 7 January 2020 by Lou Montana (talk | contribs) (Fix arguments,)
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Description

Description:
Target Board display
Handles the shooting targets in the Bootcamp DLC, statistics, animation, etc. (targets such as TargetBootcampHuman_f)
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[action, parameters] call BIS_fnc_target
Parameters:
action: String - one of:
  • initialize
  • terminate (does nothing(?))
  • animate
  • getAnimationPhase
  • getAnimationPhaseString
  • getAnimatedSelection
  • hit
  • hitPart
  • getShooterDataIndex
  • getShooterData
  • setShooterData
  • getShotsData
  • getShotsDataFromTargets
  • getShotsDataWithFilter
  • setShotsData
  • getShootersData
  • setShootersData
  • resetShootersData (clears all data on object)
  • getShooterTemplate
  • getShotTemplate
  • getShooterByUid
  • uiOpen
  • uiOnLoad (internal)
  • uiFillTable (internal)
  • uiFillTableRow (internal)
parameters: Array - array of data, depending on action:
initialize - Initializes the target and sets it to the "up" position
  • target: Object - Target object of type "TargetBootcamp_base_F"
terminate - Doesn't do anything animate - Animate the object to the given position ("up" or "down")
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • position: String - "up" or "down" (default)
getAnimationPhase - Returns (Integer) 0 (up) or 1 (down) depending on current state
  • target: Object - Target object of type "TargetBootcamp_base_F"
getAnimationPhaseString - Returns (String)"up" or "down" depending on current state
  • target: Object - Target object of type "TargetBootcamp_base_F"
getAnimatedSelection - Returns (String) the name of the "animatedSelection" from object config
  • target: Object - Target object of type "TargetBootcamp_base_F"
hit - Handles the hit event to animate the target down and up again
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • unit: Object - Unit which shot the target
  • damage: Number - Amount of damage done to the target
hitPart - Handles the hit event and stores the data
  • partsList: Array - Contains list of all parts which got hit (see HitPart EH format) to format [target, shooter]:
    • target: Object - Target object of type 'TargetBootcamp_base_F'
    • shooter: Object - Unit which shot the target
getShooterDataIndex - Get (Integer) index from Shooter Data for specific unit
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
getShooterData - Get (Array) all data from Shooter Data for specific unit
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
setShooterData - Set Shooter Data for specific unit
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
  • data: Array - Shooter Data
getShotsData - Return (Array) Shots Data for specific unit
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
getShotsDataFromTargets - Return (Integer) total amount of shots hit
  • targets: Array of Object - List of target objects of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
getShotsDataWithFilter - Return (Array) Shot Data after custom filter
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
  • filter: String - One of "time", "distance", "weapon" or "direct"
  • code: Code - Custom code to validate the shot. _this is the value of filtered data
setShotsData - Set Shots Data for specific unit
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
  • data: Array - Shots Data
getShootersData - Return (Array) full Shooters Data
  • target: Object - Target object of type "TargetBootcamp_base_F"
setShootersData - Set full Shooters Data
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • data: Array - Shooter Data
resetShootersData - Remove all data from Shooters Data array
  • target: Object - Target object of type "TargetBootcamp_base_F"
getShooterTemplate - Return (Array) template for Shooter Data
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • uid: String - Player UID of unit who shot the target
getShotTemplate - Return (Array) template for Shot Data (see HitPart EH format)
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • shooter: Object - Unit who shot the target
  • projectile: Object - ("_bullet" not used)
  • position: Array format Position - ("_position" not used)
  • velocity: Array - ("_velocity" not used)
  • selection: Array - ("_selection" not used)
  • ammo: Array - ("_ammo" not used)
  • vector: Array - ("_direction" not used)
  • radius: Array - ("_radius" not used)
  • surfaceType: String - ("_surface" not used)
  • isDirect: Boolean - true if object was directly hit, false if it was hit by indirect/splash damage.
getShooterByUid - Return (Object) unit
  • uid: String - Player UID of unit who shot the target
uiOpen - Opens the Target Board display
  • target: Object - Target object of type "TargetBootcamp_base_F"
uiOpenToAll - Opens the Target Board display for all connected players
  • target: Object - Target object of type "TargetBootcamp_base_F"
uiOnLoad - Triggered when display is opened (internal) uiFillTable - Triggered when display is opened, fills UI with Shooters Data (internal)
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • control: Control - "_listBox"
uiFillTableRow - Triggered when display is opened, fills UI with Shooter Data (internal)
  • target: Object - Target object of type "TargetBootcamp_base_F"
  • control: Control - "_listBox"
  • data: Array - Shooter Data
Return Value:
Return value needed

Examples

Example 1:
// open the Score Board through addAction ["uiOpen", [myTarget]] call BIS_fnc_target;
Example 2:
// open the Score Board for all players in MP ["uiOpenToAll", [myTarget]] call BIS_fnc_target;
Example 3:
// clear all data from Score Board ["resetShootersData", [myTarget]] call BIS_fnc_target;

Additional Information

See also:
doTarget

Notes

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Notes

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