doMove: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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{{ | {{RV|type=command | ||
| ofp |= | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
| | |game5= arma2oa | ||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| | |arg= local | ||
| | |eff= global | ||
| | |gr1= Unit Control | ||
|descr= Order the given unit(s) to move to the given position (without radio messages). Upon reaching its destination, if it is the group leader it will order the group to form around it's new position. If it is not the leader, it will immediately be ordered to return to formation by the group leader and begin moving back to the group. Use [[doStop]] to stop units returning to formation. [[moveToCompleted]] will return true when a unit issued this command reaches its destination. | |||
|s1= unit(s) [[doMove]] position | |||
|p1= unit(s): [[Object]] or [[Array]] | |||
|p2= position: [[Array]] format [[Position]] | |||
|r1= [[Nothing]] | |||
|x1= <sqf>_soldier1 doMove (position _officer);</sqf> | |||
|x2= <sqf>this doMove (getMarkerPos "Marker1");</sqf> | |||
|seealso= [[commandMove]] [[setDestination]] [[moveTo]] [[move]] [[addWaypoint]] | |||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
< | <dt><dt> | ||
<dd class="notedate">Posted on 2008-02-09</dd> | |||
<dd class="notedate">Posted on | <dt class="note">[[User:Kronzky|Kronzky]]</dt> | ||
<dt class="note"> | |||
<dd class="note"> | <dd class="note"> | ||
If doMove is to be used in conjunction with waypoint behavior commands (e.g. [[setSpeedMode]]), then those have to be issued ''after'' the move command to have an effect. Otherwise the move will be done with the default settings. | If doMove is to be used in conjunction with waypoint behavior commands (e.g. [[setSpeedMode]]), then those have to be issued ''after'' the move command to have an effect. Otherwise the move will be done with the default settings. | ||
<dd class="notedate">Posted on | <dt><dt> | ||
<dt class="note"> | <dd class="notedate">Posted on 2009-02-03</dd> | ||
<dt class="note">[[User:General_Barron|General Barron]]</dt> | |||
<dd class="note"> | <dd class="note"> | ||
If a unit is part of a group, and is not the leader, the unit will fall back into formation soon after the domove is completed. This does not happen for units that are in a group alone (because they are their own leader). | If a unit is part of a group, and is not the leader, the unit will fall back into formation soon after the domove is completed. This does not happen for units that are in a group alone (because they are their own leader). | ||
There is no single command to get a unit to move to a position and stay there. The best way to do this is to issue a domove, then wait for the unit to reach his destination, then disable his movement AI. | |||
</dl> | |||
</ | |||
{{Note | |||
|user= DreadedEntity | |||
|timestamp= 20220402152226 | |||
|text= The above note is only true of units which group leader is not the player. Player-squad will remain in position until given another order (A3 v2.08.149102) | |||
}} | |||
< | {{Note | ||
|user= DreadedEntity | |||
|timestamp= 20220402203558 | |||
|text= If you need your script to halt until the unit has reached it's destination, [[waitUntil]] and [[moveToCompleted]] will come in handy: | |||
<sqf> | |||
_unit doMove _pos; | |||
waitUntil {moveToCompleted _unit}; | |||
</sqf> | |||
This also works with [[commandMove]] | |||
}} | |||
{{Note | |||
|user= Waffle SS. | |||
|timestamp= 20220725062519 | |||
|text= Seems to use PositionATL, which may be important if the destination is above a building's 1st floor. | |||
}} | |||
Latest revision as of 11:34, 3 September 2024
Description
- Description:
- Order the given unit(s) to move to the given position (without radio messages). Upon reaching its destination, if it is the group leader it will order the group to form around it's new position. If it is not the leader, it will immediately be ordered to return to formation by the group leader and begin moving back to the group. Use doStop to stop units returning to formation. moveToCompleted will return true when a unit issued this command reaches its destination.
- Groups:
- Unit Control
Syntax
- Syntax:
- unit(s) doMove position
- Parameters:
- unit(s): Object or Array
- position: Array format Position
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
Additional Information
- See also:
- commandMove setDestination moveTo move addWaypoint
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 2008-02-09
- Kronzky
- If doMove is to be used in conjunction with waypoint behavior commands (e.g. setSpeedMode), then those have to be issued after the move command to have an effect. Otherwise the move will be done with the default settings.
- Posted on 2009-02-03
- General Barron
- If a unit is part of a group, and is not the leader, the unit will fall back into formation soon after the domove is completed. This does not happen for units that are in a group alone (because they are their own leader). There is no single command to get a unit to move to a position and stay there. The best way to do this is to issue a domove, then wait for the unit to reach his destination, then disable his movement AI.
- Posted on Apr 02, 2022 - 15:22 (UTC)
- The above note is only true of units which group leader is not the player. Player-squad will remain in position until given another order (A3 v2.08.149102)
- Posted on Apr 02, 2022 - 20:35 (UTC)
-
If you need your script to halt until the unit has reached it's destination, waitUntil and moveToCompleted will come in handy:
This also works with commandMove
- Posted on Jul 25, 2022 - 06:25 (UTC)
- Seems to use PositionATL, which may be important if the destination is above a building's 1st floor.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: 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
- Scripting Commands: Global Effect