moveInTurret: Difference between revisions

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<dd class="notedate">Posted on March 6, 2008
<dd class="notedate">Posted on March 6, 2008
<dt class="note">'''[[User:Kronzky|Kronzky]]'''
<dt class="note">[[User:Kronzky|Kronzky]]
<dd class="note">To find out which turrets are available on a vehicle, and what the syntax is, you can use [http://kronzky.info/turrets/index.htm this little script].
<dd class="note">To find out which turrets are available on a vehicle, and what the syntax is, you can use [http://kronzky.info/turrets/index.htm this little script].




<dd class="notedate">Posted on February 13, 2014
<dd class="notedate">Posted on February 13, 2014
<dt class="note">'''[[User:hcpookie|hcpookie]]'''
<dt class="note">[[User:hcpookie|hcpookie]]
<dd class="note">
<dd class="note">
Examples for nested turrets:
Examples for nested turrets:
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<dd class="notedate">Posted on March 18, 2014
<dd class="notedate">Posted on March 18, 2014
<dt class="note">'''[[User:Killzone_Kid|Killzone_Kid]]'''
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]
<dd class="note">Here is a small function to find available ''turret paths'' for a given vehicle. It will only search 2 levels deep, hence called ''commonTurrets'':
<dd class="note">Here is a small function to find available ''turret paths'' for a given vehicle. It will only search 2 levels deep, hence called ''commonTurrets'':
<code>KK_fnc_commonTurrets = {
<code>KK_fnc_commonTurrets = {

Revision as of 16:57, 17 May 2020


-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Moves the soldier into the vehicle's turret. (Immediately, without animation). turret path is an array of positions inside a turret, or positions inside a turret of a turret.

[0] means first turret.
[0,0] means first turret of first turret.
[0,1] means second turret of first turret.
[1] means second turret.
[1,0] means first turret of the second turret.
[2,0] means first turret of third turret.
And so on ...
Groups:
Uncategorised

Syntax

Syntax:
unitName moveInTurret [vehicle, turretPath]
Parameters:
unitName: Object
[vehicle, turretPath]: Array
vehicle: Object
turretPath: Array - see Description.
Return Value:
Nothing

Examples

Example 1:
_soldierOne moveInTurret [_tank, [0, 0]]

Additional Information

See also:
allTurretsfullCrewassignAsTurretmoveInAnymoveInCargomoveInCommandermoveInDrivermoveInGunnerassignAsCargoassignAsCommanderassignAsDriverassignAsGunnerGetInTurret

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Posted on March 6, 2008
Kronzky
To find out which turrets are available on a vehicle, and what the syntax is, you can use this little script.
Posted on February 13, 2014
hcpookie
Examples for nested turrets: MainTurret = _soldierOne moveInTurret [_tank, [0]] CommanderTurret = _soldierOne moveInTurret [_tank, [0, 0]] ... where: MainTurret is the standard BIS MainTurret... e.g: class Turrets { class MainTurret {}; }; CommanderTurret is the standard BIS CommanderTurret located on the MainTurret... e.g: class Turrets { class MainTurret { class Turrets { class CommanderTurret {}; }; }; };
Posted on March 18, 2014
Killzone_Kid
Here is a small function to find available turret paths for a given vehicle. It will only search 2 levels deep, hence called commonTurrets: KK_fnc_commonTurrets = { private ["_arr","_trts"]; _arr = []; _trts = configFile / "CfgVehicles" / typeOf _this / "Turrets"; for "_i" from 0 to count _trts - 1 do { _arr set [count _arr, [_i]]; for "_j" from 0 to count ( _trts / configName (_trts select _i) / "Turrets" ) - 1 do { _arr set [count _arr, [_i, _j]]; }; }; _arr }; Example call: hint str (vehicle player call KK_fnc_commonTurrets); //[[0],[0,0]] See also allTurrets

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