setDriveOnPath: Difference between revisions
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| Sets the path to follow for AI driver. Note that [[unitReady]] will return [[true]] even if AI is still driving through the points.<br /> | | Sets the path to follow for AI driver. Note that [[unitReady]] will return [[true]] even if AI is still driving through the points.<br /> | ||
Using any other ''move'' command (e.g {{Inline code|vehicleName [[move]] [[getPos]] vehicleName}}) will stop the effect of this command. |Description= | Using any other ''move'' command (e.g {{Inline code|vehicleName [[move]] [[getPos]] vehicleName}}) or [[doStop]] will stop the effect of this command. |Description= | ||
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Revision as of 18:30, 20 February 2019
Description
- Description:
- Sets the path to follow for AI driver. Note that unitReady will return true even if AI is still driving through the points.
Using any other move command (e.gvehicleName move getPos vehicleName
) or doStop will stop the effect of this command. - Groups:
- Uncategorised
Syntax
- Syntax:
- vehicleName setDriveOnPath points
- Parameters:
- vehicleName: Object
- points: Array - list of Positions to format [x,y,z] OR to format [x,y,z, speed], speed being in m/s.
- Return Value:
- Nothing
Examples
- Example 1:
myVehicle setDriveOnPath [getMarkerPos "wp1", getMarkerPos "wp2"];
- Example 2:
_points = allMapMarkers apply { getMarkerPos _x; }; // getting all marker positions { _x pushBack 15; } forEach _points; // setting speed myVehicle setDriveOnPath _points;
Additional Information
- See also:
- moveforceSpeedlimitSpeedWaypoint
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
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