BIS_fnc_unitCapture

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Revision as of 22:36, 29 September 2014 by Benargee (talk | contribs) (Bug: Note template doesnt like equals symbol)
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Description

Description:
/*
	File: fn_UnitCapture.sqf

	Description:
	Records movement data of input unit over a specified period of time.
	Pressing the ESC key, the duration ending, or the unit dying ends
	the recording.

	Parameters:
	Unit			- Unit to capture movement data from
	Duration		- Duration to capture for
	OPT:FPS			- OPTIONAL: Frames recorded Per Second (default 20). Limit is 1 - 100
	OPT:Firing		- OPTIONAL: If true, will record the input unit's weapon fire data as well
	OPT:StartTime	- OPTIONAL: Starting time offset for the frame time

	Copies to clipboard:
	Array in format [FrameTime, UnitPosition, UnitDirectionVector, UnitUpVector, UnitVelocity] for each frame
	
	Input Examples:
	a) [BIS_Vehicle, 50, 30, true, 10] spawn BIS_fnc_UnitCapture;
			Which would capture data from a unit named BIS_Vehicle, would capture for 50 seconds, would capture at 30 FPS,
			and would also record the unit's weapon fire data as well. Frame time offset would be 10 seconds.
	
	b) [BIS_Vehicle, 50] spawn BIS_fnc_UnitCapture;
			Which would capture data from a unit named BIS_Vehicle, and would capture for 50 seconds.

	Output Example:
	a) [[0,[8208.26,1953.13,296.04],[0,1,0],[0.000174453,0,1],[0,0,0]],[1.021,[8208.26,1953.13,296.04],[0,1,0],[0.000174453,0,1],[0,0,0]]]
			The above output has 2 frames.
	
	b) [[0,[8208.26,1953.13,296.04],[0,1,0],[0.000174453,0,1],[0,0,0]]]
			The above output has 1 frame.
*/

(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
Syntax needed
Return Value:
Return value needed

Examples

Example 1:

Additional Information

See also:
BIS_fnc_UnitPlayBIS_fnc_UnitCaptureFiringBIS_fnc_UnitCaptureSimple

Notes

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Notes

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Posted on September 29, 2014 - 21:31 (UTC)
Benargee
Video Tutorial by TheJserver
A2 OA Logo.png1.56Part 1: https://www.youtube.com/watch?v=ryB20wQhSr0
A2 OA Logo.png1.56Part 2: https://www.youtube.com/watch?v=ePszdYfMRvc
Works exactly the same in Arma 3 to my experience.