BIS fnc moveToRespawnPosition: Difference between revisions

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m (Text replacement - " *\| *([Cc]omments|COMMENTS|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("server" o...)
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{{Function|Comments=
{{Function


| arma3 |Game name=
| arma3
|arg= local |Multiplayer Arguments=
|arg= local |Multiplayer Arguments=
|1.00|Game version=
|1.00


|gr1= Respawn |GROUP1=
|gr1= Respawn


| Move given unit to given respawn position. Units moved to height <nowiki>>=</nowiki> 30m will start on parachute. Position [0,0,0] is blacklisted. This function must be executed where unit to be moved is [[local]] |DESCRIPTION=
| Move given unit to given respawn position. Units moved to height <nowiki>>=</nowiki> 30m will start on parachute. Position [0,0,0] is blacklisted. This function must be executed where unit to be moved is [[local]]


| [unit, position, canBeDead] call [[BIS_fnc_moveToRespawnPosition]] |SYNTAX=
| [unit, position, canBeDead] call [[BIS_fnc_moveToRespawnPosition]]


|p1= unit: [[Object]] - unit to move |PARAMETER1=
|p1= unit: [[Object]] - unit to move
|p2= position: [[Object]], [[Group]], [[String]] or [[Array]]
|p2= position: [[Object]], [[Group]], [[String]] or [[Array]]
* [[Object]] or [[Group]] - Object or Group to move unit to. Move to the object position or inside an object if the object is a vehicle, or if group or unit is in vehicle and there is an empty seat
* [[Object]] or [[Group]] - Object or Group to move unit to. Move to the object position or inside an object if the object is a vehicle, or if group or unit is in vehicle and there is an empty seat
* [[String]] - Marker to move unit to. Marker size will be used for random placement area and marker direction for unit direction
* [[String]] - Marker to move unit to. Marker size will be used for random placement area and marker direction for unit direction
* [[Array]] - Precise [[PositionAGL]] to move unit to. [x,y] array will be converted to [x,y,0]|PARAMETER2=
* [[Array]] - Precise [[PositionAGL]] to move unit to. [x,y] array will be converted to [x,y,0]


|p3= canBeDead (Optional): [[Boolean]] - Whether or not dead are allowed:
|p3= canBeDead (Optional): [[Boolean]] - Whether or not dead are allowed:
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* [[false]] - Both moved unit and vehicle or unit at position (if any) must be alive |PARAMETER3
* [[false]] - Both moved unit and vehicle or unit at position (if any) must be alive |PARAMETER3


| [[Boolean]] - [[true]]: move succeeded, [[false]]: move failed|RETURNVALUE=
| [[Boolean]] - [[true]]: move succeeded, [[false]]: move failed


|x1= <code><nowiki>[</nowiki>[[player]], "SpawnMarker1"] [[call]] [[BIS_fnc_moveToRespawnPosition]];</code> |EXAMPLE1=
|x1= <code><nowiki>[</nowiki>[[player]], "SpawnMarker1"] [[call]] [[BIS_fnc_moveToRespawnPosition]];</code>


| |SEEALSO=
|


}}
}}

Revision as of 23:37, 17 January 2021

Hover & click on the images for description

Description

Description:
Move given unit to given respawn position. Units moved to height >= 30m will start on parachute. Position [0,0,0] is blacklisted. This function must be executed where unit to be moved is local
Execution:
call
Groups:
Respawn

Syntax

Syntax:
[unit, position, canBeDead] call BIS_fnc_moveToRespawnPosition
Parameters:
unit: Object - unit to move
position: Object, Group, String or Array
  • Object or Group - Object or Group to move unit to. Move to the object position or inside an object if the object is a vehicle, or if group or unit is in vehicle and there is an empty seat
  • String - Marker to move unit to. Marker size will be used for random placement area and marker direction for unit direction
  • Array - Precise PositionAGL to move unit to. [x,y] array will be converted to [x,y,0]
canBeDead (Optional): Boolean - Whether or not dead are allowed:
  • true (Default) - Moved unit and/or object to which unit is moved can be dead
  • false - Both moved unit and vehicle or unit at position (if any) must be alive
Return Value:
PARAMETER3

Examples

Example 1:
[player, "SpawnMarker1"] call BIS_fnc_moveToRespawnPosition;

Additional Information

See also:
Boolean - true: move succeeded, false: move failed

Notes

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Only post proven facts here! Add Note

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