BIS fnc scriptedMove: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "[[Script_(Handle)|" to "[[Script Handle|")
m (Text replacement - "Script Handle" to "Script Handle")
Line 26: Line 26:
|p5= animLength: [[Number]] - ('''not''' optional if ''walkAnim'' is defined)
|p5= animLength: [[Number]] - ('''not''' optional if ''walkAnim'' is defined)


|r1= [[Script Handle|Script Handle]]
|r1= [[Script Handle]]


|x1= <code>[myUnit, [<nowiki/>[[getMarkerPos]] "wp1", [[getMarkerPos]] "wp2", [[getMarkerPos]] "wp3"]] [[call]] [[BIS_fnc_scriptedMove]];</code>
|x1= <code>[myUnit, [<nowiki/>[[getMarkerPos]] "wp1", [[getMarkerPos]] "wp2", [[getMarkerPos]] "wp3"]] [[call]] [[BIS_fnc_scriptedMove]];</code>

Revision as of 19:16, 28 August 2021

Hover & click on the images for description

Description

Description:
Force a unit to turn towards and walk to
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
[unit, waypoints, code, walkAnim, animLength] call BIS_fnc_scriptedMove
Parameters:
unit: Object
waypoints: Array of Positions
code: Code - (Optional, default {}) code to run after waypoint completion
walkAnim: String - (Optional, default "AmovPercMwlkSnonWnonDf")
animLength: Number - (not optional if walkAnim is defined)
Return Value:
Script Handle

Examples

Example 1:
[myUnit, [getMarkerPos "wp1", getMarkerPos "wp2", getMarkerPos "wp3"]] call BIS_fnc_scriptedMove;

Additional Information

See also:
movesetDriveOnPath

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