pylonAction

From Bohemia Interactive Community
Hover & click on the images for description
Only available in Development branch(es) until its release with Arma 3 patch v2.22.

Description

Description:
Executes an action on a specific pylon. MP effect and locality depend on the specific action.

Components and their actions:
CameraComponent
  • SetLightState (arg bool, ret none)
  • GetLightState (arg none, ret bool)

TransportPylonsComponent (pylon index -1, no component name, no component index)
  • GetLastFiredPylonIndex (no arg, ret scalar), returns the pylon index (note this is script index, which is 1-based) that last fired the gun, or -1 if the last firing was not from a pylon (can be used in Fired eventhandler)

All pylons (Not on a component)
  • animateSource - Arg local, effect global. See animateSource pylonAction [vehicle player, 1, "animateSource", ["extendBoxSource", 1]];
Groups:
Vehicle Loadouts

Syntax

Syntax:
pylonAction [vehicle, pylon, actionPath(, arguments)]
Parameters:
vehicle: Object - The object carrying the pylon
pylon: Number or String - pylon index (index starts from 1) or pylon name (see Example 1). Or -1 to access the TransportPylonsComponent of the vehicle
actionPath: String - The path to reach the specific component to send the action to.
actionPath is a "." delimited address of the component and action (like animation sources). Or (without a "." a command to the pylon directly)
arguments and return type depends on the final action
ActionPath examples
"CameraComponent.0.SetLightState" with argument bool, returns nothing.
"CameraComponent.0.GetLightState" with no argument, returns bool.
"CameraComponent.*.SetLightState" wildcard executes the action all components of that type (if there are multiple). Note the return value will be the value of the last executed action
Return Value:
Anything - Depends on action

Examples

Examples:
Example needed

Additional Information

See also:
Arma_3:_Vehicle_Loadouts See also needed

Notes

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