getShotInfo: Difference between revisions

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|s1= [[getShotInfo]] shot
|s1= [[getShotInfo]] shot


|p1= shot: [[Object]]
|p1= shot: [[Object]] - shot projectile


|r1= [[Array]] in format [effectiveTimeToLive, fuseDistanceLeft, timeToExplosion, triggerIsForced, shownTracer, isReal, isSubmunitionTriggered], where:
|r1= [[Array]] in format [effectiveTimeToLive, fuseDistanceLeft, timeToExplosion, triggerIsForced, shownTracer, isReal, isSubmunitionTriggered], where:
Line 21: Line 21:
* 3 - triggerIsForced: [[Boolean]] - [[true]] if shot ammo was triggered with [[triggerAmmo]].
* 3 - triggerIsForced: [[Boolean]] - [[true]] if shot ammo was triggered with [[triggerAmmo]].
* 4 - shownTracer: [[Boolean]] - [[true]] if the shot shown as tracer.
* 4 - shownTracer: [[Boolean]] - [[true]] if the shot shown as tracer.
* 5 - isReal: [[Boolean]] - [[true]] is the shot is concidered in damage events.
* 5 - isReal: [[Boolean]] - [[true]] if the shot is considered in damage events.
* 6 - isSubmunitionTriggered: [[Boolean]] - [[true]] if the shot contains submunition and it is triggered.
* 6 - isSubmunitionTriggered: [[Boolean]] - [[true]] if the shot contains submunition and it is triggered.


|s2= shot [[getShotInfo]] index
|s2= shot [[getShotInfo]] index
|p21= shot: [[Object]]
|p21= shot: [[Object]] - shot projectile
|p22= index: [[Number]] - property index (see main syntax, for example 1 for fuseDistanceLeft)
|p22= index: [[Number]] - property index (see main syntax, for example 1 for fuseDistanceLeft)
|r2= [[Anything]] - depends on the requested property, or [[Nothing]]
|r2= [[Anything]] - depends on the requested property, or [[Nothing]]
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|x2= <sqf>private _fuseDistanceLeft = shot1 getShotInfo 1;</sqf>
|x2= <sqf>private _fuseDistanceLeft = shot1 getShotInfo 1;</sqf>


|seealso= [[cursorObject]] [[cursorTarget]] [[createSimpleObject]] [[getObjectType]] [[getObjectTextures]] [[objectParent]] [[setVelocityTransformation]] [[getUnitFreefallInfo]] [[getEntityInfo]] [[getModelInfo]]
|seealso= [[getShotParents]] [[missileTarget]] [[triggerAmmo]] [[getObjectType]] [[getObjectTextures]] [[objectParent]] [[setVelocityTransformation]] [[getUnitFreefallInfo]] [[getEntityInfo]] [[getModelInfo]]
}}
}}

Revision as of 22:45, 16 February 2024

Hover & click on the images for description
Only available in Development branch(es) until its release with Arma 3 patch v2.18.

Description

Description:
Returns various properties for the given shot.
Groups:
Object Manipulation

Syntax

Syntax:
getShotInfo shot
Parameters:
shot: Object - shot projectile
Return Value:
Array in format [effectiveTimeToLive, fuseDistanceLeft, timeToExplosion, triggerIsForced, shownTracer, isReal, isSubmunitionTriggered], where:
  • 0 - effectiveTimeToLive: Number - how much more shot has to live.
  • 1 - fuseDistanceLeft: Number - how long shot has to travel more to get fused (undebarrel grenade for example).
  • 2 - timeToExplosion: Number - how long before shot fuse explodes (hand grenade for example).
  • 3 - triggerIsForced: Boolean - true if shot ammo was triggered with triggerAmmo.
  • 4 - shownTracer: Boolean - true if the shot shown as tracer.
  • 5 - isReal: Boolean - true if the shot is considered in damage events.
  • 6 - isSubmunitionTriggered: Boolean - true if the shot contains submunition and it is triggered.

Alternative Syntax

Syntax:
shot getShotInfo index
Parameters:
shot: Object - shot projectile
index: Number - property index (see main syntax, for example 1 for fuseDistanceLeft)
Return Value:
Anything - depends on the requested property, or Nothing

Examples

Example 1:
private _shotInfo = getShotInfo shot1;
Example 2:
private _fuseDistanceLeft = shot1 getShotInfo 1;

Additional Information

See also:
getShotParents missileTarget triggerAmmo getObjectType getObjectTextures objectParent setVelocityTransformation getUnitFreefallInfo getEntityInfo getModelInfo

Notes

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