BIS_fnc_target

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Description

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

Syntax

Syntax:
[target, action, parameters] call BIS_fnc_target
Parameters:
target: Object
action: String - one of:
initialize - Initializes the target and sets it to the "up" position
params ["_target"];
  • 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")

params ["_target", "_position"];
  • 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

params ["_target"];
  • target: Object - Target object of type "TargetBootcamp_base_F"

getAnimatedSelection - Returns (String) the name of the "animatedSelection" from object config

params ["_target"];
  • target: Object - Target object of type "TargetBootcamp_base_F"

hit - Handles the hit event to animate the target down and up again

params ["_target", "_unit", "_damage"];
  • 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

   0: Array - Contains list of all parts which got hit (see HitPart EH)
       0: Object - Target object of type 'TargetBootcamp_base_F'
       1: 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
   2: String - Filter name: "time", "distance", "weapon", "direct"
   3: 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)

  • target: Object - Target object of type "TargetBootcamp_base_F"
   1: Object - Unit who shot the target
   2: Object - ("_bullet" not used)
   3: Position3D - ("_position" not used)
   4: Vector3D - ("_velocity" not used)
   5: Array - ("_selection" not used)
   6: Array - ("_ammo" not used)
   7: Vector3D - ("_direction" not used)
   8: Array - ("_radius" not used)
   9: String - ("_surface" not used)
   10: 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
parameters: Array - see above
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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