setDriveOnPath: Difference between revisions
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Lou Montana (talk | contribs) |
Lou Montana (talk | contribs) m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 ") |
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myVehicle [[setDriveOnPath]] _points;</code> | myVehicle [[setDriveOnPath]] _points;</code> | ||
|seealso= [[move]] [[forceSpeed]] | |seealso= [[move]] [[forceSpeed]] [[limitSpeed]], [[Waypoint]] | ||
}} | }} | ||
Revision as of 17:45, 20 January 2022
Description
- Description:
- Sets the path to follow for AI driver. Note that unitReady will return true even if AI is still driving through the points.
Using any other move command (e.gvehicleName move getPos vehicleName
) or doStop will stop the effect of this command. - Groups:
- Object Manipulation
Syntax
- Syntax:
- vehicleName setDriveOnPath points
- Parameters:
- vehicleName: Object
- points: Array - list of Positions to format [x,y,z] OR to format [x,y,z, speed], speed being in m/s.
- Return Value:
- Nothing
Examples
- Example 1:
myVehicle setDriveOnPath [getMarkerPos "wp1", getMarkerPos "wp2"];
- Example 2:
_points = allMapMarkers apply { getMarkerPos _x; }; // getting all marker positions { _x pushBack 15; } forEach _points; // setting speed myVehicle setDriveOnPath _points;
Additional Information
- See also:
- move forceSpeed limitSpeedWaypoint
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 June 25, 2021 - 07:42 (UTC)
- Leopard20
- To use this command, the AI must not have a formLeader. The easiest way to achieve this is to use doStop to stop the AI (warning! it'll break the AI waypoints)