BIS fnc curatorObjectRegisteredTable: Difference between revisions
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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
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.