reveal

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Description

Description:
Description needed
Groups:
Object Manipulation

Syntax

Syntax:
Syntax needed
Parameters:
toWhom: Object or Group which receives revealing information
target: Object which is revealed
Return Value:
Return value needed

Alternative Syntax

Syntax:
toWhom reveal [target, accuracy]
Parameters:
toWhom: Object or Group which receives revealing information
target: Object which is revealed
accuracy: Number - knowledge value, clamped to 0..4 range
Return Value:
Nothing

Examples

Example 1:
_soldierOne reveal _soldierTwo; // soldierOne knowsAbout information about soldierTwo is updated
Example 2:
player reveal cursorObject; // player knowsAbout information about object under cursor is updated
Example 3:
_soldierOne reveal [_soldierTwo, 1.5];

Additional Information

See also:
nearTargetsknowsAboutforgetTarget

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 January 15, 2007
Ceeeb
In OFP v1.96, When a target is revealed to a unit, its knowsAbout rating is set to 1, unless it was already more than 1 in which case reveal does nothing. See knowsAbout for more details about knowsAbout ratings and limitations.
Posted on January 24, 2008
Doolittle
Use reveal to allow client to see a created vehicle faster - the associated menu interaction will become available therefore, like the player has option to get in sooner. _tank = "M1A1" createVehicle (position player); player reveal _tank; // get in user actions become available instantly
Posted on January 15, 2012
kju
The same idea from Doolittle's note applies to beaming of units. If you setPos an unit or a player, reveal (all) nearby objects and vehicles to make the interaction possible a lot quicker.
Posted on January 15, 2012
kju
Revealing a targetUnit will also add it to nearTargets database of the given sourceUnit. The quality/detail level of the info depends on the knowsAbout value used with reveal. More detail in the nearTargets page.
Posted on October 21, 2014 - 15:37 (UTC)
Killzone Kid
Units that have been previously subjected to enableSimulation false; or enableSimulationGlobal false; may stay unrecognised for a long time even after simulation was re-enabled, returning objNull as cursorTarget. Force revealing units with reveal command usually solves the problem. For example: {player reveal _x} forEach allUnits;