moveInTurret: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
(32 intermediate revisions by 14 users not shown)
Line 1: Line 1:
[[Category:Scripting Commands|MOVEINTURRET]]
[[Category:Scripting Commands|MOVEINTURRET]]
[[Category:Scripting Commands ArmA|MOVEINTURRET]]
[[Category:Scripting Commands ArmA|MOVEINTURRET]]
[[Category:Command_Group:_Vehicle_Assignment|{{uc:{{PAGENAME}}}}]]


{{Command|= Comments
____________________________________________________________________________________________


<h2 style="color:#000066">'''''soldier'' moveInTurret ''[vehicle, turret path]'''''</h2>
| arma |= Game name


|1.00|= Game version


'''Operand types:'''
|arg= local |= Arguments in MP


'''soldier:''' [[Object]]
|eff= global |= Effects in MP
____________________________________________________________________________________________


'''[vehicle, turret path]:''' [[Array]]
| 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.
<br/>
<br/>[0] means first turret.
<br/>[0,0] means first turret of first turret.
<br/>[0,1] means second turret of first turret.
<br/>[1] means second turret.
<br/>[1,0] means first turret of the second turret.
<br/>[2,0] means first turret of third turret.
<br/>And so on ... |= Description
____________________________________________________________________________________________


'''Type of returned value:'''
| unitName '''moveInTurret''' [vehicle, turretPath] |= Syntax


[[Nothing]]


'''Compatibility:'''
|p1= unitName: [[Object]] |= Parameter 1
|p2= [vehicle, turretPath]: [[Array]] |= Parameter 2
|p3= vehicle: [[Object]] |= Parameter 3
|p4= turretPath: [[Array]] - see Description. |= Parameter 4


Version 2.92 required.
| [[Nothing]] |= Return value
____________________________________________________________________________________________
 
|x1= <code>_soldierOne '''moveInTurret''' [_tank, [0, 0]] </code>|= Example 1
____________________________________________________________________________________________


'''Description:'''
| [[allTurrets]], [[fullCrew]], [[assignAsTurret]], [[moveInCargo]], [[moveInCommander]], [[moveInDriver]], [[moveInGunner]], [[assignAsCargo]], [[assignAsCommander]], [[assignAsDriver]], [[assignAsGunner]], [[ArmA:_Actions#GetInTurret|GetInTurret]] |= See also


Moves the soldier into the vehicle's turret. (Immediately, without animation).
}}


'''Example:'''
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on March 6, 2008
<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].


soldierOne '''moveInTurret''' [tank, [0, 0]]


'''turretPath''' [0,0] moves the soldier in the first turret of the first turret of a vehicle, [0, 2, 1] would move him to the second turret of the third turret of the first turret, [1] moves him to the second turret of a vehicle. Turret order has to be defined in the class [[CfgVehicles]] of the [[Config]].
<dd class="notedate">Posted on February 13, 2014
<dt class="note">'''[[User:hcpookie|hcpookie]]'''
<dd class="note">
Examples for nested turrets:
 
MainTurret = <code>_soldierOne '''moveInTurret''' [_tank, [0]] </code>
 
CommanderTurret = <code>_soldierOne '''moveInTurret''' [_tank, [0, 0]] </code>
 
... where:
 
MainTurret is the standard BIS MainTurret... e.g:
<code>class Turrets
{
class MainTurret {};
};</code>
 
CommanderTurret is the standard BIS CommanderTurret located on the MainTurret... e.g:
<code>class Turrets
{
class MainTurret
{
class Turrets
{
class CommanderTurret {};
};
};
};</code>
 
<dd class="notedate">Posted on March 18, 2014
<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'':
<code>KK_fnc_commonTurrets = {
[[private]] ["_arr","_trts"];
_arr = [];
_trts = [[configFile]] / "CfgVehicles" / [[typeOf]] _this / "Turrets";
[[for]] "_i" [[from]] 0 [[to]] [[count]] _trts - 1 [[do]] {
_arr [[set]] <nowiki>[</nowiki>[[count]] _arr, [_i]];
[[for]] "_j" [[from]] 0 [[to]] [[count]] (
_trts / [[configName]] (_trts [[select]] _i) / "Turrets"
) - 1 [[do]] {
_arr [[set]] <nowiki>[</nowiki>[[count]] _arr, [_i, _j]];
};
};
_arr
};</code>
Example call:
<code>[[hint]] [[str]] ([[vehicle]] [[player]] [[call]] KK_fnc_commonTurrets); //[[0],[0,0]]</code>
See also [[allTurrets]]
 
<br><br>
<!-- Note Section END -->
</dl>
 
<h3 style="display:none">Bottom Section</h3>
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 01:00, 10 July 2015


-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:
allTurretsfullCrewassignAsTurretmoveInCargomoveInCommandermoveInDrivermoveInGunnerassignAsCargoassignAsCommanderassignAsDriverassignAsGunnerGetInTurret

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

Bottom Section