BIS fnc moveToRespawnPosition: Difference between revisions

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|p3= canBeDead (Optional): [[Boolean]] - Whether or not dead are allowed:
|p3= canBeDead (Optional): [[Boolean]] - Whether or not dead are allowed:
* [[true]] (Default) - Moved unit and/or object to which unit is moved can be dead
* [[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 |PARAMETER1=
* [[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|RETURNVALUE=
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|x1= <code><nowiki>[</nowiki>[[player]], "SpawnMarker1"] [[call]] [[BIS_fnc_moveToRespawnPosition]];</code> |=  
|x1= <code><nowiki>[</nowiki>[[player]], "SpawnMarker1"] [[call]] [[BIS_fnc_moveToRespawnPosition]];</code> |EXAMPLE1=  
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Revision as of 08:33, 25 September 2020

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:
Uncategorised

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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Notes

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