BIS_fnc_scriptedMove

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Description

Description:
Forces a unit to turn towards and walk to provided destination(s). Will not work on player.
Fixed version compatible with Arma 3 will be available in Arma 3 v2.10 or in the dev branch
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
[unit, waypoints, code, walkAnim, completionRadius, endAnim] call BIS_fnc_scriptedMove
Parameters:
unit: Object - unit of the class "Man"
waypoints: Array of Positions in format [pos1, pos2,...] or [[pos1, completionRadius1], [pos2, completionRadius2],...]
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.
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:
[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.
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