Difference between revisions of "doMove"

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m (changed global to local variable to make clear the variable)
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<dd class="notedate">Posted on July 3, 2007 - 14:32</dd>
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<dd class="notedate">Posted on February 9, 2008</dd>
<dt class="note">'''[[User:Praxtor|Praxtor]]'''</dt><dd class="note">''Notes from before the conversion:''
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<dt class="note">'''[[User:Kronzky|Kronzky]]'''</dt>
 
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<dd class="note">
If the distance between the Object and the Ia is more than 100 Meters, the command dont work, the Ia stay stoped.
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If doMove is to be used in conjunction with waypoint behavior commands (e.g. [[setSpeedMode]]), then those have to be issued ''after'' the move command to have an effect. Otherwise the move will be done with the default settings.
 
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Revision as of 19:28, 9 February 2008

Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Order the given unit(s) to move to the given position (without radio messages).

Syntax

Syntax:
Unit(s) doMove Position
Parameters:
Unit(s)
Position
Return Value:
Nothing

Examples

Example 1:
_soldier1 doMove (position officer)
Example 2:
this doMove (getMarkerPos "Marker1")

Additional Information

Multiplayer:
-
See also:
commandMove

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on February 9, 2008
Kronzky
If doMove is to be used in conjunction with waypoint behavior commands (e.g. setSpeedMode), then those have to be issued after the move command to have an effect. Otherwise the move will be done with the default settings.

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