setPos: Difference between revisions
Jump to navigation
Jump to search
[umpc]hunter (talk | contribs) No edit summary |
mNo edit summary |
||
Line 27: | Line 27: | ||
|x3 = <code> [[player]] setPos ([[getPos]] someobject) </code> | |x3 = <code> [[player]] setPos ([[getPos]] someobject) </code> | ||
| mp = This command has local effect, but some simulation types do synchronise their changes over the network whilst others do not. The only known object types that currently, don't synchronise their positions over the net, are statics (simulation <nowiki>=</nowiki> "house"). |= Multiplayer | | mp = This command has local effect, but some simulation types do synchronise their changes over the network whilst others do not. The only known object types that currently, don't synchronise their positions over the net, are statics (simulation <nowiki>=</nowiki> "house"). (No longer true in ArmA 1.08 and above.)|= Multiplayer | ||
| [[setPosASL]], [[getPos]] |= See also | | [[setPosASL]], [[getPos]] |= See also | ||
Revision as of 08:38, 13 June 2007
Description
- Description:
- Set object position. Pos array format is Position.
- Multiplayer:
- This command has local effect, but some simulation types do synchronise their changes over the network whilst others do not. The only known object types that currently, don't synchronise their positions over the net, are statics (simulation = "house"). (No longer true in ArmA 1.08 and above.)
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
player setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) +10]
- Example 2:
obj1 setpos [ getPos obj1 select 0, getPos obj1 select 1, -5]
- Example 3:
player setPos (getPos someobject)
Additional Information
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
-
Comment applicable to Ver 1.96 and earlier:
obj1 setPos [x,y,z]
Will place most objects z metres above ground level (negative numbers for underground). But if obj1 is a trigger then it will be placed z metres above sea level. This can be very useful if you want to check a unit's height above sea level but it can be a problem if you want to move a trigger to create an explosion or a sound. To move a trigger to a location at ground level:
triggername setPos [x,y,0]
triggername setPos [x,y,abs(getPos triggername select 2)] Note for Armed Assault: Using setPos for a trigger will work in exactly the same way that setPos works for other objects - namely that setPos [x,y,z] will place the trigger z metres above ground level. SetPos for static objects like a ammo crate do not work in MP.