reveal: Difference between revisions
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Revision as of 02:22, 18 January 2021
Description
- Description:
- Reveals a target to a group. If toWhom is a unit, unit's group is considered. If toWhom is a vehicle, vehicle commander's group is considered. The knowledge value will be set to the highest level any unit of the revealing side has about the revealed target. If the revealing side has no knowledge about the revealed target, the value will be set to 1.
Since ARMA 2 OA 1.60 the alternative syntax is available. Values greater than or equal 1.5 reveal the side of the target, too. The knowledge level can only be increased, not decreased by this command. Use forgetTarget first if you need to decrease value.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- toWhom reveal target
- Parameters:
- toWhom: Object or Group which receives revealing information
- target: Object which is revealed
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- toWhom reveal [target, accuracy]
- Parameters:
- toWhom: Object or Group which receives revealing information
- target: Object which is revealed
- accuracy: Number - knowledge value, clamped to 0..4 range
- Return Value:
- Nothing
Examples
- Example 1:
_soldierOne reveal _soldierTwo; // soldierOne knowsAbout information about soldierTwo is updated
- Example 2:
player reveal cursorObject; // player knowsAbout information about object under cursor is updated
- Example 3:
_soldierOne reveal [_soldierTwo, 1.5];
Additional Information
- See also:
- nearTargetsknowsAboutforgetTarget
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on January 15, 2007
- Ceeeb
- In OFP v1.96, When a target is revealed to a unit, its knowsAbout rating is set to 1, unless it was already more than 1 in which case reveal does nothing. See knowsAbout for more details about knowsAbout ratings and limitations.
- Posted on January 24, 2008
- Doolittle
- Use reveal to allow client to see a created vehicle faster - the associated menu interaction will become available therefore, like the player has option to get in sooner.
_tank = "M1A1" createVehicle (position player); player reveal _tank; // get in user actions become available instantly
- Posted on January 15, 2012
- kju
- The same idea from Doolittle's note applies to beaming of units. If you setPos an unit or a player, reveal (all) nearby objects and vehicles to make the interaction possible a lot quicker.
- Posted on January 15, 2012
- kju
- Revealing a targetUnit will also add it to nearTargets database of the given sourceUnit. The quality/detail level of the info depends on the knowsAbout value used with reveal. More detail in the nearTargets page.
- Posted on October 21, 2014 - 15:37 (UTC)
- Killzone Kid
-
Units that have been previously subjected to enableSimulation false; or enableSimulationGlobal false; may stay unrecognised for a long time even after simulation was re-enabled, returning objNull as cursorTarget. Force revealing units with reveal command usually solves the problem. For example:
{player reveal _x} forEach allUnits;
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands