BIS fnc destroyer01EdenDelete: Difference between revisions

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m (Text replacement - "{{placeholder}}" to "{{Wiki|placeholder}}")
m (Text replacement - "bis_fnc_" to "BIS_fnc_")
 
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{{RV|type=function
{{RV|type=function


| arma3
|game1= arma3
 
|version1= 1.84
|1.84


|gr1= Destroyer
|gr1= Destroyer


 
|descr= <pre>/*
| <pre>/*
Author: Bravo Zero One development
Author: Bravo Zero One development
- John_Spartan
- John_Spartan
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class Eventhandlers
class Eventhandlers
{
{
init = "_this call bis_fnc_Destroyer01Init"; //main init fnc, will assemble ship in game
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
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
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)
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
UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete"; //function  to delete all ship objects in EDEN editor
};
};


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and
and
1: array of objects in variable in base objects name-space ["bis_carrierParts", []];
1: array of objects in variable in base objects name-space ["bis_carrierParts", []];


Returns: nothing
Returns: nothing
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|x1=
|x1=


|seealso=
}}
}}
[[Category:{{Name|arma3}}: Functions|{{uc:Destroyer01EdenDelete}}]]

Latest revision as of 18:24, 20 June 2021

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.

*/
🏗
Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki.
Execution:
call
Groups:
Destroyer

Syntax

Syntax:
[] call BIS_fnc_destroyer01EdenDelete
Return Value:
Return value needed

Examples

Examples:
Example needed

Additional Information

See also:
See also needed

Notes

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