From Bohemia Interactive Community
Template:wip
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Description
- Description:
-
Handles the shooting targets in the Bootcamp DLC, statistics, animation, etc. (targets such as TargetBootcampHuman_f)
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [action, parameters] call BIS_fnc_target
- Parameters:
- action: String - one of:
- initialize
- terminate (does nothing(?))
- animate
- getAnimationPhase
- getAnimationPhaseString
- getAnimatedSelection
- hit
- hitPart
- getShooterDataIndex
- getShooterData
- setShooterData
- getShotsData
- getShotsDataFromTargets
- getShotsDataWithFilter
- setShotsData
- getShootersData
- setShootersData
- resetShootersData (clears all data on object)
- getShooterTemplate
- getShotTemplate
- getShooterByUid
- uiOpen
- uiOnLoad (internal)
- uiFillTable (internal)
- uiFillTableRow (internal)
- parameters: Array - array of data, depending on action:
initialize - Initializes the target and sets it to the "up" position
- target: Object - Target object of type "TargetBootcamp_base_F"
terminate - Doesn't do anything
animate - Animate the object to the given position ("up" or "down")
- target: Object - Target object of type "TargetBootcamp_base_F"
- position: String - "up" or "down" (default)
getAnimationPhase - Returns (Integer) 0 (up) or 1 (down) depending on current state
- target: Object - Target object of type "TargetBootcamp_base_F"
getAnimationPhaseString - Returns (String)"up" or "down" depending on current state
- target: Object - Target object of type "TargetBootcamp_base_F"
getAnimatedSelection - Returns (String) the name of the "animatedSelection" from object config
- target: Object - Target object of type "TargetBootcamp_base_F"
hit - Handles the hit event to animate the target down and up again
- target: Object - Target object of type "TargetBootcamp_base_F"
- unit: Object - Unit which shot the target
- damage: Number - Amount of damage done to the target
hitPart - Handles the hit event and stores the data
- partsList: Array - Contains list of all parts which got hit (see HitPart EH format) to format [target, shooter]:
- target: Object - Target object of type 'TargetBootcamp_base_F'
- shooter: Object - Unit which shot the target
getShooterDataIndex - Get (Integer) index from Shooter Data for specific unit
- target: Object - Target object of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
getShooterData - Get (Array) all data from Shooter Data for specific unit
- target: Object - Target object of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
setShooterData - Set Shooter Data for specific unit
- target: Object - Target object of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
- data: Array - Shooter Data
getShotsData - Return (Array) Shots Data for specific unit
- target: Object - Target object of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
getShotsDataFromTargets - Return (Integer) total amount of shots hit
- targets: Array of Object - List of target objects of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
getShotsDataWithFilter - Return (Array) Shot Data after custom filter
- target: Object - Target object of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
- filter: String - One of "time", "distance", "weapon" or "direct"
- code: Code - Custom code to validate the shot. _this is the value of filtered data
setShotsData - Set Shots Data for specific unit
- target: Object - Target object of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
- data: Array - Shots Data
getShootersData - Return (Array) full Shooters Data
- target: Object - Target object of type "TargetBootcamp_base_F"
setShootersData - Set full Shooters Data
- target: Object - Target object of type "TargetBootcamp_base_F"
- data: Array - Shooter Data
resetShootersData - Remove all data from Shooters Data array
- target: Object - Target object of type "TargetBootcamp_base_F"
getShooterTemplate - Return (Array) template for Shooter Data
- target: Object - Target object of type "TargetBootcamp_base_F"
- uid: String - Player UID of unit who shot the target
getShotTemplate - Return (Array) template for Shot Data (see HitPart EH format)
- target: Object - Target object of type "TargetBootcamp_base_F"
- shooter: Object - Unit who shot the target
- projectile: Object - ("_bullet" not used)
- position: Array format Position - ("_position" not used)
- velocity: Array - ("_velocity" not used)
- selection: Array - ("_selection" not used)
- ammo: Array - ("_ammo" not used)
- vector: Array - ("_direction" not used)
- radius: Array - ("_radius" not used)
- surfaceType: String - ("_surface" not used)
- isDirect: Boolean - true if object was directly hit, false if it was hit by indirect/splash damage.
getShooterByUid - Return (Object) unit
- uid: String - Player UID of unit who shot the target
uiOpen - Opens the Target Board display
- target: Object - Target object of type "TargetBootcamp_base_F"
uiOpenToAll - Opens the Target Board display for all connected players
- target: Object - Target object of type "TargetBootcamp_base_F"
uiOnLoad - Triggered when display is opened (internal)
uiFillTable - Triggered when display is opened, fills UI with Shooters Data (internal)
- target: Object - Target object of type "TargetBootcamp_base_F"
- control: Control - "_listBox"
uiFillTableRow - Triggered when display is opened, fills UI with Shooter Data (internal)
- target: Object - Target object of type "TargetBootcamp_base_F"
- control: Control - "_listBox"
- data: Array - Shooter Data
- Return Value:
- Return value needed
Examples
- Example 1:
["uiOpen", [myTarget]] call BIS_fnc_target;
- Example 2:
["uiOpenToAll", [myTarget]] call BIS_fnc_target;
- Example 3:
["resetShootersData", [myTarget]] call BIS_fnc_target;
Additional Information
- See also:
- doTarget
Notes
-
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Only post proven facts here!
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Notes
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