lookAt: Difference between revisions
Lou Montana (talk | contribs) m (Text replacement - "\[\[Category:[ _]?Scripting[ _]Commands[ _]Take[ _]On[ _]Helicopters(\|.*)?\]\]" to "{{GameCategory|tkoh|Scripting Commands}}")  | 
				Lou Montana (talk | contribs)  m (Text replacement - "\[\[Category:[ _]?Scripting[ _]Commands[ _]OFP[ _]Elite *(\|.*)?\]\]" to "{{GameCategory|ofpe|Scripting Commands}}")  | 
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{{GameCategory|arma2|Scripting Commands}}  | {{GameCategory|arma2|Scripting Commands}}  | ||
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Revision as of 21:31, 10 January 2021
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
 - position: Object or Array
 - Return Value:
 - Nothing
 
Examples
- Example 1:
 _someSoldier lookAt _otherSoldier- Example 2:
 [_someSoldier, _otherSoldier] lookAt markerPos "markerOne"- 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:
 - glanceAtcommandWatchdoWatchfreeLook
 
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
Categories: 
- Scripting Commands
 - Introduced with Armed Assault version 1.00
 - ArmA: Armed Assault: New Scripting Commands
 - ArmA: Armed Assault: Scripting Commands
 - Command Group: Unit Control
 - Operation Flashpoint: Elite: Scripting Commands
 - Arma 2: Scripting Commands
 - Arma 3: Scripting Commands
 - Take On Helicopters: Scripting Commands