BIS fnc carrier01EdenInit: Difference between revisions

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Revision as of 05:22, 17 January 2021

Hover & click on the images for description

Description

Description:
/*
	Author: Bravo Zero One development
	- John_Spartan

	Description:
	- This is a sub function designed to assemble dynamic aircrfat carrier in EDEN editor. Carrier consists of multiple sub-objects that are linked together bnased on precise memory point positions in 3D space.
	Function will update initial init setup on EDEN editor invoked.

	Exucution:
	- Call from EH on the main carrier base model (blank model with momory points and reference config).

		Example:
		class Eventhandlers
		{
			init = "_this call BIS_fnc_Carrier01Init";								//main init fnc, will assemble carrier in game
			AttributesChanged3DEN = "_this call BIS_fnc_Carrier01EdenInit";			//function to update objects position in EDEN editor if attributes changed by player
			Dragged3DEN = "_this call BIS_fnc_Carrier01PosUpdate";					//function to update objects position in EDEN editor if attributes changed by player
			RegisteredToWorld3DEN = "_this call BIS_fnc_Carrier01EdenInit";			//initial EDEN init fnc (main init is still called)
			UnregisteredFromWorld3DEN = "_this call BIS_fnc_Carrier01EdenDelete";	//function  to delete all carrier objects in EDEN editor
		};

	Requirments:
	- An array of carrier parts/objects as a variable attached to main carrier base. This array is created by main BIS_fnc_Carrier01Init.

	Parameter(s):
		_this select 0: mode (Scalar)
		0: carrier Base/object
		and
		1: array of objects in variable in base objects namespace ["bis_carrierParts", []];


	Returns: nothing
	Result: Aircraft Carrier's possition is updated in EDEN editor.

*/

(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)
Execution:
call
Groups:
Aircraft Carrier

Syntax

Syntax:
Syntax needed
Return Value:
Return value needed

Examples

Example 1:

Additional Information

See also:
See also needed

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
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