setObjectScale: Difference between revisions
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|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|descr= Scales an [[attachTo|attached object]] or a [[ | |descr= Scales an [[attachTo|attached object]] or a [[Arma 3: Simple Objects|Simple Object]]'s model - see {{Link|#Example 3}} for various configurations' examples. | ||
|pr= The {{arma3}} [[LOD]] limits still apply, meaning | |pr= The {{arma3}} [[LOD]] limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center. | ||
This command works on all objects in [[Eden Editor]] or scenario preview, but it will not save and will reset when objects get moved. [[Eden Editor]] support is only intended for artists. | This command works on all objects in [[:Category:Eden Editor|Eden Editor]] or scenario preview, but it will not save and will reset when objects get moved. [[:Category:Eden Editor|Eden Editor]] support is only intended for artists. | ||
Setting the scale of | |||
{{Feature|informative| | |||
Setting the scale of non-simple objects, such as vehicles with players/AI in them, static objects (<syntaxhighlight lang="cpp" inline>simulation = "house"</syntaxhighlight> in config), etc. might be possible, | |||
but not officially supported. You may encounter issues. | |||
}} | |||
{{Feature|important| | |||
Changing the direction of the object (e.g. using [[setDir]], [[setVectorDir]], etc.) will reset the object back to its original size (probably because the engine normalises the directions, | |||
thus the scale in the transformation matrix becomes 1), so those commands should be run '''before''' resizing the object. | |||
}} | |||
|s1= object [[setObjectScale]] scale | |s1= object [[setObjectScale]] scale | ||
|p1= object: [[Object]] - | |p1= object: [[Object]] - must be either an [[attachTo|attached object]] or [[Arma 3: Simple Objects|Simple Object]] - see {{Link|#Example 3}} | ||
|p2= scale: [[Number]] - | |p2= scale: [[Number]] - in range 0.0001..65504, relative to the object model's normal scale | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf> | ||
_vehicle attachTo [player, [0,0,0]]; | |||
_vehicle setObjectScale 0.1; | |||
</sqf> | |||
|x2= <sqf> | |||
// select an object in Eden Editor and execute the following code in the Debug Console. When moving the object, the effect is reset! | |||
private _object = get3DENSelected "Object" select 0; | |||
_object setObjectScale 0.1; | |||
</sqf> | |||
|x3= <sqf> | |||
// multiple MP-compatible options | |||
// global simple object | |||
private _globalSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, false]; | |||
_globalSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved | |||
// local normal object | |||
private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; | |||
_localNormalObject attachTo [player, [0, 2, 1.5]]; // normal object must be attached | |||
_localNormalObject setObjectScale 0.1; // once is enough as long as it is not moved | |||
// local simple object | |||
private _localSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, true]; | |||
_localSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved | |||
</sqf> | |||
|x4= <sqf> | |||
// a not-so-great EachFrame workaround for a non-attached object | |||
// a normal object that is not attached must be scaled each frame | |||
// make sure the object is LOCAL in order to not saturate the network! | |||
private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; | |||
// the object is not attached to anything | |||
addMissionEventHandler [ | |||
"EachFrame", | |||
{ _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; }, | |||
[_localNormalObject, 0.1] | |||
]; | |||
</sqf> | |||
|seealso= [[getObjectScale]] | |x5= <sqf> | ||
// only do the following in single player; | |||
// NEVER do such EachFrame in multiplayer!! | |||
// the performance will be terrible, the network will be saturated, the scaling may desync and not be perfect | |||
private _globalNormalObject = "C_Offroad_01_F" createVehicle getPosATL player; | |||
addMissionEventHandler [ | |||
"EachFrame", | |||
{ _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; }, | |||
[_globalNormalObject, 0.1] | |||
]; | |||
</sqf> | |||
|seealso= [[getObjectScale]] [[createVehicleLocal]], [[createSimpleObject]] [[BIS_fnc_createSimpleObject]] [[Multiplayer Scripting]] | |||
}} | }} | ||
{{Note | {{Note | ||
|user= | |user= P1ker1 | ||
|timestamp= | |timestamp= 20220104221733 | ||
|text= | |text= Note that | ||
<sqf>_obj setObjectScale 2;</sqf> | |||
< | doubles the scale factor of an object, not the volume. In the case of a cube this would be the length of an edge.<br>If you want to multiply the volume, raise the ''scale'' to the power of 1/3.<br> | ||
<sqf> | |||
// Example with 1x1x1 m^3 helper objects | |||
// vectorAdds elevate the cubes so they touch the ground after scaling. | |||
_cube1 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1,3,0.5]]; | |||
_cube2 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [3,1,0.5]]; | |||
_cube3 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1.35,1.35,0.13]]; | |||
// Double the side length. V=2^3=8 | |||
_cube1 setObjectScale 2; | |||
// Octuple(8x) the volume. V=(8^(1/3))^3=8 | |||
_cube2 setObjectScale 8^(1/3); | |||
// Double the volume. V=(2^(1/3))^3=2 | |||
_cube3 setObjectScale 2^(1/3); | |||
</sqf> | |||
}} | }} |
Latest revision as of 10:38, 6 May 2024
Description
- Description:
- Scales an attached object or a Simple Object's model - see Example 3 for various configurations' examples.
- Problems:
- The Arma 3 LOD limits still apply, meaning walkable surfaces can only be (~70?)m in size, and collision in general will only work up to (?)m from object center. This command works on all objects in Eden Editor or scenario preview, but it will not save and will reset when objects get moved. Eden Editor support is only intended for artists.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object setObjectScale scale
- Parameters:
- object: Object - must be either an attached object or Simple Object - see Example 3
- scale: Number - in range 0.0001..65504, relative to the object model's normal scale
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- // select an object in Eden Editor and execute the following code in the Debug Console. When moving the object, the effect is reset! private _object = get3DENSelected "Object" select 0; _object setObjectScale 0.1;
- Example 3:
- // multiple MP-compatible options // global simple object private _globalSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, false]; _globalSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved // local normal object private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; _localNormalObject attachTo [player, [0, 2, 1.5]]; // normal object must be attached _localNormalObject setObjectScale 0.1; // once is enough as long as it is not moved // local simple object private _localSimpleObject = createSimpleObject ["C_Offroad_01_F", getPosASL player, true]; _localSimpleObject setObjectScale 0.1; // once is enough as long as it is not moved
- Example 4:
- // a not-so-great EachFrame workaround for a non-attached object // a normal object that is not attached must be scaled each frame // make sure the object is LOCAL in order to not saturate the network! private _localNormalObject = "C_Offroad_01_F" createVehicleLocal getPosATL player; // the object is not attached to anything addMissionEventHandler [ "EachFrame", { _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; }, [_localNormalObject, 0.1] ];
- Example 5:
- // only do the following in single player; // NEVER do such EachFrame in multiplayer!! // the performance will be terrible, the network will be saturated, the scaling may desync and not be perfect private _globalNormalObject = "C_Offroad_01_F" createVehicle getPosATL player; addMissionEventHandler [ "EachFrame", { _thisArgs params ["_obj", "_scale"]; _obj setObjectScale _scale; }, [_globalNormalObject, 0.1] ];
Additional Information
- See also:
- getObjectScale createVehicleLocalcreateSimpleObject BIS_fnc_createSimpleObject Multiplayer Scripting
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
- Posted on Jan 04, 2022 - 22:17 (UTC)
-
Note that
doubles the scale factor of an object, not the volume. In the case of a cube this would be the length of an edge._obj setObjectScale 2;
If you want to multiply the volume, raise the scale to the power of 1/3.
// Example with 1x1x1 m^3 helper objects // vectorAdds elevate the cubes so they touch the ground after scaling. _cube1 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1,3,0.5]]; _cube2 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [3,1,0.5]]; _cube3 = createSimpleObject ["Land_VR_Shape_01_cube_1m_F", getPosASL player vectorAdd [1.35,1.35,0.13]]; // Double the side length. V=2^3=8 _cube1 setObjectScale 2; // Octuple(8x) the volume. V=(8^(1/3))^3=8 _cube2 setObjectScale 8^(1/3); // Double the volume. V=(2^(1/3))^3=2 _cube3 setObjectScale 2^(1/3);