lookAt: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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|s1= unit(s) [[lookAt]] position | |s1= unit(s) [[lookAt]] position | ||
|p1= unit(s): [[Object]] or [[Array]] | |p1= unit(s): [[Object]] or [[Array]] of [[Object]]s | ||
|p2= position: [[Object]] or [[ | |p2= position: [[Object]] or [[PositionAGL]] | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
Line 32: | Line 32: | ||
|x1= <sqf>_someSoldier lookAt _otherSoldier;</sqf> | |x1= <sqf>_someSoldier lookAt _otherSoldier;</sqf> | ||
|x2= < | |x2= <sqf>[_someSoldier, _otherSoldier] lookAt markerPos "markerOne";</sqf> | ||
|x3= < | |x3= <sqf> | ||
BFG = "B_AAA_System_01_F" createVehicle | hint "R U N !"; | ||
BFG = "B_AAA_System_01_F" createVehicle position player; | |||
t = | createVehicleCrew BFG; | ||
t = time + 10; | |||
onEachFrame | |||
{ | { | ||
BFG | BFG lookAt (unitAimPosition player vectorAdd (velocity player vectorMultiply 0.2)); | ||
if (time > t && alive player) then | |||
{ | { | ||
[BFG,"weapon_Cannon_Phalanx",[0]] | [BFG,"weapon_Cannon_Phalanx",[0]] call BIS_fnc_fire; | ||
}; | }; | ||
};</ | }; | ||
</sqf> | |||
|seealso= [[glanceAt]] [[commandWatch]] [[doWatch]] [[freeLook]] | |seealso= [[glanceAt]] [[commandWatch]] [[doWatch]] [[freeLook]] | ||
}} | }} |
Latest revision as of 11:34, 3 September 2024
Description
- Description:
- Control what the unit(s) is/are looking at (target or Position). If target is used, it will get revealed fully.
- Groups:
- Unit Control
Syntax
- Syntax:
- unit(s) lookAt position
- Parameters:
- unit(s): Object or Array of Objects
- position: Object or PositionAGL
- Return Value:
- Nothing
Examples
- Example 1:
- _someSoldier lookAt _otherSoldier;
- Example 2:
- Example 3:
- hint "R U N !"; BFG = "B_AAA_System_01_F" createVehicle position player; createVehicleCrew BFG; t = time + 10; onEachFrame { BFG lookAt (unitAimPosition player vectorAdd (velocity player vectorMultiply 0.2)); if (time > t && alive player) then { [BFG,"weapon_Cannon_Phalanx",[0]] call BIS_fnc_fire; }; };
Additional Information
- See also:
- glanceAt commandWatch doWatch freeLook
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Unit Control