Command Group: Render Time Scope – Category

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{{GVI|arma3|0.50|Category}}
Render time scope was introduced with '''{{arma2oa}} 1.60''' and is available in '''{{tkoh}}''' and '''{{arma3}}'''.
{{GVI|TKOH|1.00|Category}} <!-- ? -->
 
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[[Category:Scripting Commands by Functionality]]
== Overview of Scripting Commands ==
== Overview of Scripting Commands ==


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* [[Simulation vs Render Time Scope]] for more information.
* [[Simulation vs Render Time Scope]] for more information.
* [https://www.bohemia.net/blog/experimental-betas-interpolating-the-future Original dev blog post] from June 15, 2011 during {{arma2oa}} development
* [https://www.bohemia.net/blog/experimental-betas-interpolating-the-future Original dev blog post] from June 15, 2011 during {{arma2oa}} development
[[Category:Scripting Commands by Functionality]]

Revision as of 02:33, 7 January 2021

Render time scope was introduced with Arma 2: Operation Arrowhead 1.60 and is available in Take On Helicopters and Arma 3.

Overview of Scripting Commands

These scripting commands work in render time scope rather than simulation time scope.

Render Time Scope Simulation Time Scope z Description
getPosVisual / visiblePosition getPos / position z = 0 on objects with roadways, terrain, water + waves
getPosATLVisual getPosATL z = 0 on terrain
getPosASLVisual / visiblePositionASL getPosASL z = 0 on water
N/A getPosASLW z = 0 on water + waves
AGLToASL + modelToWorldVisual [0,0,0] getPosWorld z = 0 on water. Calculated to true model center instead of land contact or bounding center
modelToWorldVisual modelToWorld z = 0 on objects with roadways, terrain, water + waves
worldToModelVisual worldToModel z = 0 on objects with roadways, terrain, water + waves

See also