From Bohemia Interactive Community
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⚠
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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Only post proven facts here!
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