From Bohemia Interactive Community
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Description
- Description:
/*
Author: Bravo Zero One development
- John_Spartan
Description:
- This is a main function designed to assemble dynamic ship (multi-part structure). Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space.
Execution:
- Call from EH on the main ship's base model (blank model with memory points and reference config).
Example:
class Eventhandlers
{
init = "_this call BIS_fnc_Destroyer01Init"; //main init fnc, will assemble ship in game
AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01EdenInit"; //function to update objects position in EDEN editor if attributes changed by player
Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate"; //function to update objects position in EDEN editor if attributes changed by player
RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit"; //initial EDEN init fnc (main init is still called)
UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete"; //function to delete all ship objects in EDEN editor
};
Requirements:
- Compatible object (carrier/ship) must have a base model with reference memory points and set of parts defined as separate objects in cfgVehicles config with their own models.
Main ship base must have a definition of all listed sub parts and memory point position to reference it is placement in 3D space.
Example in cfgVehicles class for ship base
multiStructureParts[] = {
{"Land_Destroyer_01_hull_01_F","pos_hull_1"},
{"Land_Destroyer_01_hull_02_F","pos_hull_2"},
{"Land_Destroyer_01_hull_03_F","pos_hull_3"},
{"Land_Destroyer_01_hull_04_F","pos_hull_4"},
{"Land_Destroyer_01_hull_05_F","pos_hull_5"},
{"Land_Destroyer_01_interior_02_F","pos_hull_2"},
{"Land_Destroyer_01_interior_03_F","pos_hull_3"},
{"Land_Destroyer_01_interior_04_F","pos_hull_4"},
{"Land_HelipadEmpty_F","pos_heliPad"},
{"ShipFlag_US_F","pos_Flag"}
};
Parameter(s):
_this select 0: mode (Scalar)
0: ship Base/object
and parameters from config
Returns: exposes and array of objects (ship parts) to other scripts for easy access as variable in it is own object name-space.
Result: Destroyer (ship) is assembled
*/
- Execution:
- call
- Groups:
- Destroyer
Syntax
- Syntax:
- [] call BIS_fnc_destroyer01Init
- Return Value:
- Return value needed
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
Notes
-
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