BIS fnc curatorObjectRegisteredTable: Difference between revisions

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m (Text replacement - "{{Function " to "{{RV|type=function ")
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| [[BIS_fnc_exportCuratorCostTable]]
| [[BIS_fnc_exportCuratorCostTable]]


| mp= Must be executed where the logic is local (on the machine of the player it is assigned to)
|mp= Must be executed where the logic is local (on the machine of the player it is assigned to)
}}
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Revision as of 13:24, 25 January 2021

Hover & click on the images for description

Description

Description:
Description needed
Execution:
call
Multiplayer:
Must be executed where the logic is local (on the machine of the player it is assigned to)
Groups:
Curator

Syntax

Syntax:
Syntax needed
Parameters:
curatorLogic: Object - The curator logic to set the object costs for.
className: String - The class name of the object you wish to assign a cost to. Any objects not listed in the array won't appear in the curator's unit list.
cost: Number - The cost you wish to assign to the preceding object. The cost should be between 0 and 1, with 1 representing the entire resource bar of the curator.
Return Value:
Return value needed

Examples

Example 1:
// Nothing but the listed flare modules will show up in the curator's unit list
[ getAssignedCuratorLogic player, ["ModuleFlareWhite_F",0.02,"ModuleFlareYellow_F",0.02,"ModuleFlareGreen_F",0.02]] call BIS_fnc_curatorObjectRegisteredTable;

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.
Only post proven facts here! Add Note
Posted on November 10, 2014 - 17:02 (UTC)
SilentSpike
Be aware that you must provide an equal number of elements to the array of class names and costs. That mean every class name should be followed by an associated cost. You can add as many objects as you want as long as this condition is met.