From Bohemia Interactive Community
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Description
- Description:
/*
Author: Bravo Zero One development
- John_Spartan
Description:
- This is a sub function designed to assemble dynamic ship (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 update initial init setup on EDEN editor invoked.
Execution:
- Call from EH on the main ship's 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 names-pace ["bis_carrierParts", []];
Returns: nothing
Result: Ship's position is updated in EDEN editor.
*/
- Execution:
- call
- Groups:
- Destroyer
Syntax
- Syntax:
- [] call BIS_fnc_destroyer01EdenInit
- Return Value:
- Return value needed
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
Notes
-
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