reveal

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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Reveals a target to a group. If toWhom is a unit, unit's group is considered. If toWhom is a vehicle, vehicle commander's group is considered.

The knowledge value will be set to the highest level any unit of the revealing side has about the revealed target. If the revealing side has no knowledge about the revealed target, the value will be set to 1.

Since ARMA 2 OA 1.60 the alternative syntax is available. Values greater than or equal 1.5 reveal the side of the target, too.

The knowledge level can only be increased, not decreased by this command.

In MP targetKnowledge and knowsAbout infos get updated only on the PC where command was executed.

Syntax

Syntax:
toWhom reveal target
Parameters:
toWhom: Object or Group which receives revealing information
target: Object which is revealed
Return Value:
Nothing

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

Multiplayer:
-
See also:
nearTargetsknowsAbout

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on January 15, 2007
Ceeeb
In OFP v1.96, When a target is revealed to a unit, it's 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.

Bottom Section

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;