BIS fnc unitCapture: Difference between revisions
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|x1= <code></code> |= | |x1= <code>[vehicle player, 60] spawn BIS_fnc_UnitCapture</code> |= | ||
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Revision as of 05:43, 8 July 2016
Description
- Description:
/* File: fn_UnitCapture.sqf Description: Records movement data of input unit over a specified period of time. Pressing the ESC key, the duration ending, or the unit dying ends the recording. Parameters: Unit - Unit to capture movement data from Duration - Duration to capture for OPT:FPS - OPTIONAL: Frames recorded Per Second (default 20). Limit is 1 - 100 OPT:Firing - OPTIONAL: If true, will record the input unit's weapon fire data as well OPT:StartTime - OPTIONAL: Starting time offset for the frame time Copies to clipboard: Array in format [FrameTime, UnitPosition, UnitDirectionVector, UnitUpVector, UnitVelocity] for each frame Input Examples: a) [BIS_Vehicle, 50, 30, true, 10] spawn BIS_fnc_UnitCapture; Which would capture data from a unit named BIS_Vehicle, would capture for 50 seconds, would capture at 30 FPS, and would also record the unit's weapon fire data as well. Frame time offset would be 10 seconds. b) [BIS_Vehicle, 50] spawn BIS_fnc_UnitCapture; Which would capture data from a unit named BIS_Vehicle, and would capture for 50 seconds. Output Example: a) [[0,[8208.26,1953.13,296.04],[0,1,0],[0.000174453,0,1],[0,0,0]],[1.021,[8208.26,1953.13,296.04],[0,1,0],[0.000174453,0,1],[0,0,0]]] The above output has 2 frames. b) [[0,[8208.26,1953.13,296.04],[0,1,0],[0.000174453,0,1],[0,0,0]]] The above output has 1 frame. */
(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Example 1:
[vehicle player, 60] spawn BIS_fnc_UnitCapture
Additional Information
Notes
-
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Notes
Bottom Section
- Posted on September 29, 2014 - 21:31 (UTC)
- Benargee
-
Video Tutorial by TheJserver
1.56Part 1: https://www.youtube.com/watch?v=ryB20wQhSr0
1.56Part 2: https://www.youtube.com/watch?v=ePszdYfMRvc
Works exactly the same in Arma 3 to my experience.