visiblePosition: Difference between revisions
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Killzone Kid (talk | contribs) (see also) |
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|x1= < | |x1= <code>playerRenderedPos = [[visiblePosition]] [[player]];</code> |EXAMPLE1= | ||
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| [[getPosVisual]], [[getPosATLVisual]], [[getPosASLVisual]], [[visiblePositionASL]], [[position]], [[getPos]], [[getPosATL]], [[getPosASL]], [[getPosASLW]] |SEEALSO= | | [[getPosVisual]], [[getPosATLVisual]], [[getPosASLVisual]], [[getPosWorldVisual]], [[visiblePositionASL]], [[position]], [[getPos]], [[getPosATL]], [[getPosASL]], [[getPosASLW]] |SEEALSO= | ||
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Revision as of 14:18, 3 August 2019
Description
- Description:
- Returns an object's rendered position (z value above surface underneath) in render time scope. Same as getPosVisual
- Groups:
- Uncategorised
Syntax
- Syntax:
- visiblePosition object
- Parameters:
- object: Object: - name of the object
- Return Value:
- Array - format PositionAGLS
Examples
- Example 1:
playerRenderedPos = visiblePosition player;
Additional Information
- See also:
- getPosVisualgetPosATLVisualgetPosASLVisualgetPosWorldVisualvisiblePositionASLpositiongetPosgetPosATLgetPosASLgetPosASLW
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
Notes
Bottom Section
- Posted on February 4, 2015 - 17:04 (UTC)
- Pierre MGI
- Z (visiblePosition select 2) works but if unit/object is in a building, Z remains at ground level. If you need Z depending on building floors/stages, use getPosAtl select 2 instead.
Categories:
- Scripting Commands
- Introduced with Arma 2: Operation Arrowhead version 1.60
- Arma 2: Operation Arrowhead: New Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Command Group: Uncategorised
- ArmA 2 OA: New Scripting Commands List
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Render Time Scope Scripting Commands