BIS_fnc_destroyer01EdenDelete
(Redirected from BIS fnc Destroyer01EdenDelete)
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Description
- Description:
/* Author: Bravo Zero One development - John_Spartan Description: - This is a sub function designed to delete dynamic ships (multi-part structure) in EDEN editor. Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space. Function will delete ship parts in EDEN editor after main object is deleted. Execution: - Call from EH on the main ship base model (blank model with memory points and reference config). Example: class Eventhandlers { init = "_this call BIS_fnc_Destroyer01Init"; //main init fnc, will assemble ship in game AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01EdenInit"; //function to update objects position in EDEN editor if attributes changed by player Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate"; //function to update objects position in EDEN editor if attributes changed by player RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit"; //initial EDEN init fnc (main init is still called) UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete"; //function to delete all ship objects in EDEN editor }; Requirements: - An array of ship parts/objects as a variable attached to main ship base. This array is created by main BIS_fnc_Destroyer01Init. Parameter(s): _this select 0: mode (Scalar) 0: ship Base/object and 1: array of objects in variable in base objects name-space ["bis_carrierParts", []]; Returns: nothing Result: Ship's parts are deleted in EDEN editor. */
- Execution:
- call
- Groups:
- Destroyer
Syntax
- Syntax:
- [] call BIS_fnc_destroyer01EdenDelete
- Return Value:
- Return value needed
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
Notes
-
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