Difference between revisions of "moveInTurret"
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Lou Montana (talk | contribs) m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>") |
(Use moveOut before moveIn) |
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|gr1= Turrets | |gr1= Turrets | ||
− | |descr= Moves the soldier into the vehicle's turret. (Immediately, without animation) | + | |descr= Moves the soldier into the vehicle's turret. (Immediately, without animation). |
− | |||
− | |||
− | |||
− | |||
{{Feature|informative|See [[AI Group Vehicle Management]] for more information.}} | {{Feature|informative|See [[AI Group Vehicle Management]] for more information.}} | ||
+ | {{Feature|Important|If the unit is already in a vehicle, nothing will happen. You should use [[moveOut]] to move the unit out of his vehicle before trying to move him into a new (or same) vehicle.}} | ||
|s1= unitName [[moveInTurret]] [vehicle, turretPath] | |s1= unitName [[moveInTurret]] [vehicle, turretPath] | ||
|p1= unitName: [[Object]] | |p1= unitName: [[Object]] | ||
+ | |||
|p2= vehicle: [[Object]] | |p2= vehicle: [[Object]] | ||
− | |p3= turretPath: [[Array]] | + | |
+ | |p3= turretPath: [[Array]] format [[Turret Path]] | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
Line 42: | Line 41: | ||
}} | }} | ||
− | < | + | {{Note |
+ | |user= Kronzky | ||
+ | |timestamp= 20080306203100 | ||
+ | |text= To find out which turrets are available on a vehicle ('''edit:''' before [[allTurrets]]), and what the syntax is, you can use {{Link|http://kronzky.info/turrets/index.htm|this little script}}. | ||
+ | <!-- in case kronzky.info disappears :( | ||
+ | <sqf> | ||
+ | _cfg = configFile >> "CfgVehicles" >> typeof _veh >> "turrets"; | ||
+ | _tc = count _cfg; | ||
+ | if (_tc>0) then { | ||
+ | _mtc = count _cfg; // number of main turrets | ||
+ | _out = _out + format["Main Turrets: %1\n",count _cfg]; | ||
+ | |||
+ | for "_mti" from 0 to _mtc-1 do { | ||
+ | _mt = (_cfg select _mti); | ||
+ | _st = _mt >> "turrets"; | ||
+ | _stc = count _st; // sub-turrets in current main one | ||
+ | _out = _out + format["Turret #%1, %2: [%1]\n",_mti,configName(_mt)]; | ||
+ | _weaps = getArray(_mt >> "weapons"); | ||
+ | _out = _out + format[" Weapons:\n"]; | ||
+ | {_out = _out + format[" %1\n",_x]}forEach _weaps; | ||
+ | _aid = player addAction [format["MoveIn: %1 [%2]",configName(_mt),_mti],"vehinfo.sqf",[_veh,_mti,-1]]; | ||
+ | _actionIDs=_actionIDs + [_aid]; | ||
+ | for "_sti" from 0 to _stc-1 do { | ||
+ | _stp = (_st select _sti); | ||
+ | _out = _out + format["Turret #%1, %2: [%1,%3]\n",_mti,configName(_stp),_sti]; | ||
+ | _weaps = getArray(_stp >> "weapons"); | ||
+ | _out = _out + format[" Weapons:\n"]; | ||
+ | {_out = _out + format[" %1\n",_x]}forEach _weaps; | ||
+ | _aid = player addAction [format["MoveIn: %1 [%2,%3]",configName(_stp),_mti,_sti],"vehinfo.sqf",[_veh,_mti,_sti]]; | ||
+ | _actionIDs=_actionIDs + [_aid]; | ||
+ | }; | ||
+ | }; | ||
+ | }; | ||
+ | </sqf> | ||
+ | --> | ||
+ | }} | ||
− | + | {{Note | |
− | + | |user= hcpookie | |
− | + | |timestamp= 20140213015600 | |
− | + | |text= Examples for nested turrets: | |
− | + | MainTurret = <sqf>_soldierOne moveInTurret [_tank, [0]];</sqf> | |
− | |||
− | |||
− | |||
− | |||
− | + | CommanderTurret = <sqf>_soldierOne moveInTurret [_tank, [0, 0]];</sqf> | |
− | |||
− | CommanderTurret = <sqf>_soldierOne moveInTurret [_tank, [0, 0]]</sqf> | ||
... where: | ... where: | ||
Line 82: | Line 110: | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | + | }} | |
− | + | {{Note | |
− | + | |user= Killzone_Kid | |
− | + | |timestamp= 20140319000700 | |
− | + | |text= Here is a small function to find available ''turret paths'' for a given vehicle. It will only search 2 levels deep, hence called ''commonTurrets'': | |
− | < | + | <sqf> |
− | + | KK_fnc_commonTurrets = { | |
+ | private ["_arr","_trts"]; | ||
_arr = []; | _arr = []; | ||
− | _trts = | + | _trts = configFile / "CfgVehicles" / typeOf _this / "Turrets"; |
− | + | for "_i" from 0 to count _trts - 1 do { | |
− | _arr | + | _arr set [count _arr, [_i]]; |
− | + | for "_j" from 0 to count ( | |
− | _trts / | + | _trts / configName (_trts select _i) / "Turrets" |
− | ) - 1 | + | ) - 1 do { |
− | _arr | + | _arr set [count _arr, [_i, _j]]; |
}; | }; | ||
}; | }; | ||
_arr | _arr | ||
− | };</ | + | }; |
+ | </sqf> | ||
Example call: | Example call: | ||
− | < | + | <sqf>hint str (vehicle player call KK_fnc_commonTurrets); // [[0],[0,0]]</sqf> |
See also [[allTurrets]] | See also [[allTurrets]] | ||
− | + | }} | |
− | |||
− |
Latest revision as of 18:53, 26 February 2023
Description
- Description:
- Moves the soldier into the vehicle's turret. (Immediately, without animation).
- Groups:
- Turrets
Syntax
- Syntax:
- unitName moveInTurret [vehicle, turretPath]
- Parameters:
- unitName: Object
- vehicle: Object
- turretPath: Array format Turret Path
- Return Value:
- Nothing
Examples
- Example 1:
Additional Information
- See also:
- allTurrets fullCrew assignAsTurret moveInAny moveInCargo moveInCommander moveInDriver moveInGunner assignAsCargo assignAsCommander assignAsDriver assignAsGunner GetInTurret
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
- Posted on Mar 06, 2008 - 20:31 (UTC)
- To find out which turrets are available on a vehicle (edit: before allTurrets), and what the syntax is, you can use this little script.
- Posted on Feb 13, 2014 - 01:56 (UTC)
-
Examples for nested turrets:
MainTurret = CommanderTurret =... 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 Mar 19, 2014 - 00:07 (UTC)
-
Here is a small function to find available turret paths for a given vehicle. It will only search 2 levels deep, hence called commonTurrets:
Example call: See also allTurretsKK_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 };
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Turrets
- Scripting Commands: Global Effect