Command Group: Render Time Scope – Category
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{{ | Render time scope was introduced with '''{{arma2oa}} 1.60''' and is available in '''{{tkoh}}''' and '''{{arma3}}'''. | ||
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== Overview of Scripting Commands == | == Overview of Scripting Commands == | ||
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* [[Simulation vs Render Time Scope]] for more information. | * [[Simulation vs Render Time Scope]] for more information. | ||
* [https://www.bohemia.net/blog/experimental-betas-interpolating-the-future Original dev blog post] from June 15, 2011 during {{arma2oa}} development | * [https://www.bohemia.net/blog/experimental-betas-interpolating-the-future Original dev blog post] from June 15, 2011 during {{arma2oa}} development | ||
[[Category:Scripting Commands by Functionality]] | |||
Revision as of 02:33, 7 January 2021
Render time scope was introduced with Arma 2: Operation Arrowhead 1.60 and is available in Take On Helicopters and Arma 3.
Overview of Scripting Commands
These scripting commands work in render time scope rather than simulation time scope.
| Render Time Scope | Simulation Time Scope | z Description |
|---|---|---|
| getPosVisual / visiblePosition | getPos / position | z = 0 on objects with roadways, terrain, water + waves |
| getPosATLVisual | getPosATL | z = 0 on terrain |
| getPosASLVisual / visiblePositionASL | getPosASL | z = 0 on water |
| N/A | getPosASLW | z = 0 on water + waves |
| AGLToASL + modelToWorldVisual [0,0,0] | getPosWorld | z = 0 on water. Calculated to true model center instead of land contact or bounding center |
| modelToWorldVisual | modelToWorld | z = 0 on objects with roadways, terrain, water + waves |
| worldToModelVisual | worldToModel | z = 0 on objects with roadways, terrain, water + waves |
See also
- Simulation vs Render Time Scope for more information.
- Original dev blog post from June 15, 2011 during Arma 2: Operation Arrowhead development
Pages in category "Command Group: Render Time Scope"
The following 17 pages are in this category, out of 17 total.