moveInTurret: Difference between revisions
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|game1= arma1 | |game1= arma1 | ||
|version1= 1.00 | |version1= 1.00 | ||
|game2= arma2 | |||
|version2= 1.00 | |||
|game3= arma2oa | |||
|version3= 1.50 | |||
|game4= tkoh | |||
|version4= 1.00 | |||
|game5= arma3 | |||
|version5= 0.50 | |||
|arg= local | |arg= local | ||
Line 27: | Line 39: | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= <code>_soldierOne | |x1= <code>_soldierOne [[moveInTurret]] [_tank, [0, 0]];</code> | ||
|seealso= [[allTurrets]], [[fullCrew]], [[assignAsTurret]], [[moveInAny]], [[moveInCargo]], [[moveInCommander]], [[moveInDriver]], [[moveInGunner]], [[assignAsCargo]], [[assignAsCommander]], [[assignAsDriver]], [[assignAsGunner]], [[ArmA:_Actions#GetInTurret|GetInTurret]] | |seealso= [[allTurrets]], [[fullCrew]], [[assignAsTurret]], [[moveInAny]], [[moveInCargo]], [[moveInCommander]], [[moveInDriver]], [[moveInGunner]], [[assignAsCargo]], [[assignAsCommander]], [[assignAsDriver]], [[assignAsGunner]], [[ArmA:_Actions#GetInTurret|GetInTurret]] | ||
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Examples for nested turrets: | Examples for nested turrets: | ||
MainTurret = <code>_soldierOne | MainTurret = <code>_soldierOne [[moveInTurret]] [_tank, [0]]</code> | ||
CommanderTurret = <code>_soldierOne | CommanderTurret = <code>_soldierOne [[moveInTurret]] [_tank, [0, 0]]</code> | ||
... where: | ... where: | ||
Line 98: | Line 110: | ||
</dl> | </dl> | ||
Revision as of 21:19, 16 June 2021
Description
- Description:
- Moves the soldier into the vehicle's turret. (Immediately, without animation). turret path is an array of positions inside a turret, or positions inside a turret of a turret.
[0] means first turret.
[1] means second turret.
[0,0] means first turret of first turret.
[0,1] means second turret of first turret.
[1,0] means first turret of the second turret.
And so on. - Groups:
- Turrets
Syntax
- Syntax:
- unitName moveInTurret [vehicle, turretPath]
- Parameters:
- unitName: Object
- vehicle: Object
- turretPath: Array - see Description.
- Return Value:
- Nothing
Examples
- Example 1:
_soldierOne moveInTurret [_tank, [0, 0]];
Additional Information
- See also:
- allTurretsfullCrewassignAsTurretmoveInAnymoveInCargomoveInCommandermoveInDrivermoveInGunnerassignAsCargoassignAsCommanderassignAsDriverassignAsGunnerGetInTurret
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 March 6, 2008
- Kronzky
- To find out which turrets are available on a vehicle, and what the syntax is, you can use this little script.
- Posted on February 13, 2014
- hcpookie
-
Examples for nested turrets:
MainTurret =
_soldierOne moveInTurret [_tank, [0]]
CommanderTurret =_soldierOne moveInTurret [_tank, [0, 0]]
... where: MainTurret is the standard BIS MainTurret... e.g:class Turrets { class MainTurret {}; };
CommanderTurret is the standard BIS CommanderTurret located on the MainTurret... e.g:
class Turrets { class MainTurret { class Turrets { class CommanderTurret {}; }; }; };
- Posted on March 18, 2014
- Killzone_Kid
- Here is a small function to find available turret paths for a given vehicle. It will only search 2 levels deep, hence called commonTurrets:
KK_fnc_commonTurrets = { private ["_arr","_trts"]; _arr = []; _trts = configFile / "CfgVehicles" / typeOf _this / "Turrets"; for "_i" from 0 to count _trts - 1 do { _arr set [count _arr, [_i]]; for "_j" from 0 to count ( _trts / configName (_trts select _i) / "Turrets" ) - 1 do { _arr set [count _arr, [_i, _j]]; }; }; _arr };
Example call:hint str (vehicle player call KK_fnc_commonTurrets); //[[0],[0,0]]
See also allTurrets
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Turrets
- Scripting Commands: Global Effect