selectionPosition
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Description
- Description:
- Returns selection position in model space pertaining to the current animation in render time scope. When the default syntax is used, command searches first in Memory level, then in Geometry level, FireGeometry level, LandContact level, HitPoints level and finally in ViewGeometry level and returns the first matching find. The second syntax allows to specify which one of these levels to search in instead.
- Groups:
- Object ManipulationRender Time Scope
Syntax 1
- Syntax:
- object selectionPosition selectionName
- Parameters:
- object: Object
- selectionName: String
- Return Value:
- Array - relative position in model space. If selection does not exist,
[0, 0, 0]
is returned.
Syntax 2
- Syntax:
- object selectionPosition [selectionName, LOD, detectionMode]
- Parameters:
- object: Object
- selectionName: String
- since 2.06
- LOD: String or Number - can be one of:
"Memory"
"Geometry"
"FireGeometry"
"LandContact"
"HitPoints"
- 2.06
"ViewGeometry"
- since 2.08
- detectionMode: String (Optional, default
"FirstPoint"
) - can be one of:"FirstPoint"
"AveragePoint"
"BoundingBox"
- Return Value:
- Array - relative position in model space. If selection does not exist,
[0, 0, 0]
is returned. If detectionMode is"BoundingBox"
, Array of Arrays
Syntax 3
- Syntax:
- selectionPosition [object, selectionName, LODIndex, isVisual, detectionMode]
- Parameters:
- object: Object
- selectionName: String
- LODIndex: Number - the index of the target LOD (see allLODs)
- isVisual: Boolean - (Optional, default true) true for Render, false for Simulation time scope
- since 2.08
- detectionMode: String (Optional, default
"FirstPoint"
) - can be one of:"FirstPoint"
"AveragePoint"
"BoundingBox"
- Return Value:
- Array - relative position in model space. If selection does not exist,
[0, 0, 0]
is returned. If detectionMode is"BoundingBox"
, Array of Arrays
Examples
- Example 1:
_inModelPosition = player selectionPosition "head_hit";
- Example 2:
_inModelPosition = player selectionPosition "pelvis";
- Example 3:
_inModelPosition = player selectionPosition "head";
- Example 4:
_inModelPosition = player selectionPosition "camera";
- Example 5:
stomper selectionPosition ["wheel_1_1", "HitPoints", "FirstPoint"]; // [-0.774058,0.860854,-1.40365] stomper selectionPosition ["wheel_1_1", "HitPoints", "AveragePoint"]; // [-0.597142,1.35486,-1.58345] stomper selectionPosition ["wheel_1_1", "HitPoints", "BoundingBox"]; // [[-0.774058,0.860854,-2.07746],[-0.420225,1.84887,-1.08944]]
Additional Information
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 Jun 25, 2017 - 15:13 (UTC)
-
Do use the filter that comes with Syntax 2 to suit your needs. For example player has 3 selections called "head" and their selectionPositions are quite different from each other:
player selectionPosition ["head", "Memory"]; // [0.173798,0.330415,1.37783] player selectionPosition ["head", "FireGeometry"]; // [0.14375,0.206039,1.44689] player selectionPosition ["head", "HitPoints"]; // [0.144257,0.306769,1.53471]
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: Object Manipulation
- Command Group: Render Time Scope