Difference between revisions of "moveInTurret"
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
Line 88: | Line 88: | ||
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | <dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | ||
<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'': | ||
− | < | + | <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]] | ||
</dd> | </dd> | ||
</dl> | </dl> |
Revision as of 15:08, 13 May 2022
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, [1] means second turret.
[0,0] means first turret's first turret.
[0,1] means first turret's second turret.
[1,0] means second turret's first turret, etc. - Groups:
- Turrets
Syntax
- Syntax:
- unitName moveInTurret [vehicle, turretPath]
- Parameters:
- unitName: Object
- vehicle: Object
- turretPath: Array - see Description.
- 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 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 = 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 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:
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