BIS fnc destroyer01EdenDelete: Difference between revisions

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| arma3 |Game name=
| arma3 |Game name=

Revision as of 11:01, 30 August 2019

Hover & click on the images for description

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.

*/
Template:placeholder
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[] call BIS_fnc_Destroyer01EdenDelete
Parameters:
parameter: Datatype - (Optional, default defValue) description
Return Value:
Datatype - description

Examples

Example 1:

Additional Information

See also:
See also needed

Notes

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