currentVisionMode: Difference between revisions

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|p21= entity: [[Object]] - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode
|p21= entity: [[Object]] - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode


|r2= [[Array]] - in format [vision mode, FLIR index]
|r2= [[Array]] in format [vision mode, FLIR index]


|s3= vehicle [[currentVisionMode]] turret
|s3= vehicle [[currentVisionMode]] turretPath


|s3since= arma3 2.08
|s3since= arma3 2.08
Line 40: Line 40:
|p41= vehicle: [[Object]] - vehicle with vision modes
|p41= vehicle: [[Object]] - vehicle with vision modes


|p42= turret: [[Array]] - path to vehicle's turret. Use [-1] for driver turret, [] for default primary gunner turret
|p42= turretPath: [[Array]] format [[Turret Path]] - path to vehicle's turret. Use [-1] for driver turret, [] for default primary gunner turret


|r3= [[Array]] - in format [vision mode, FLIR index]
|r3= [[Array]] in format [vision mode, FLIR index]


|s4= unit [[currentVisionMode]] weapon
|s4= unit [[currentVisionMode]] weapon
Line 52: Line 52:
|p62= weapon: [[String]] - unit's weapon. Use "" for current weapon
|p62= weapon: [[String]] - unit's weapon. Use "" for current weapon


|r4= [[Array]] - in format [vision mode, FLIR index]
|r4= [[Array]] in format [vision mode, FLIR index]


|x1= <code>_currMode = [[currentVisionMode]] [[gunner]] _tank</code>
|x1= <sqf>_visionMode = currentVisionMode gunner _tank;</sqf>


|x2= <code>[[if]] ([[currentVisionMode]] [[player]] == 1) [[then]]
|x2= <sqf>
if (currentVisionMode player == 1) then
{
{
[[hint]] "nightvision active";
hint "nightvision active";
};
};
</code>
</sqf>


|seealso= [[disableNVGEquipment]] [[disableTIEquipment]] [[camUseNVG]] [[setCamUseTI]] [[currentMagazine]] [[currentWeapon]], [[currentMuzzle]], [[currentWeaponMode]], [[currentZeroing]], [[magazinesTurret]], [[weaponsTurret]]   
|x3= <sqf>
private _detailedVisionMode = currentVisionMode [gunner _tank];
_detailedVisionMode params ["_mode", "_flirIndex"];
</sqf>
 
|x4= <sqf>private _detailedGunnerVisionMode = _tank currentVisionMode [0];</sqf>
 
|x5= <sqf>private _detailedWeaponVisionMode = player currentVisionMode "";</sqf>
 
|seealso= [[disableNVGEquipment]] [[disableTIEquipment]] [[camUseNVG]] [[setCamUseTI]] [[currentMagazine]] [[currentWeapon]] [[currentMuzzle]] [[currentWeaponMode]] [[currentZeroing]] [[magazinesTurret]] [[weaponsTurret]]   
}}
}}



Latest revision as of 17:19, 16 December 2022

Hover & click on the images for description

Description

Description:
Returns current vision mode of unit's weapon. Vision mode could be one of:
  • 0 - normal vision
  • 1 - night vision
  • 2 - thermal vision
Alternative syntaxes additionally return FLIR index (see setCamUseTI) of the thermal vision mode (See also "VisionModeChanged" entity event handler)
Groups:
Weapons

Syntax 1

Syntax:
currentVisionMode entity
Parameters:
entity: Object - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode
Return Value:
Number - vision mode

Syntax 2

Syntax:
currentVisionMode [entity]
Parameters:
entity: Object - unit or vehicle. Unit query returns current vision mode of the unit. Vehicle query returns driver seat vision mode
Return Value:
Array in format [vision mode, FLIR index]

Syntax 3

Syntax:
vehicle currentVisionMode turretPath
Parameters:
vehicle: Object - vehicle with vision modes
turretPath: Array format Turret Path - path to vehicle's turret. Use [-1] for driver turret, [] for default primary gunner turret
Return Value:
Array in format [vision mode, FLIR index]

Syntax 4

Syntax:
unit currentVisionMode weapon
Parameters:
unit: Object - soldier
weapon: String - unit's weapon. Use "" for current weapon
Return Value:
Array in format [vision mode, FLIR index]

Examples

Example 1:
_visionMode = currentVisionMode gunner _tank;
Example 2:
if (currentVisionMode player == 1) then { hint "nightvision active"; };
Example 3:
private _detailedVisionMode = currentVisionMode [gunner _tank]; _detailedVisionMode params ["_mode", "_flirIndex"];
Example 4:
private _detailedGunnerVisionMode = _tank currentVisionMode [0];
Example 5:
private _detailedWeaponVisionMode = player currentVisionMode "";

Additional Information

See also:
disableNVGEquipment disableTIEquipment camUseNVG setCamUseTI currentMagazine currentWeapon currentMuzzle currentWeaponMode currentZeroing magazinesTurret weaponsTurret

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
AgentRev - c
Posted on Apr 29, 2016 - 21:31 (UTC)
🕖
The following information is obsolete as of Arma 3 v2.08.

The return value is somewhat erratic for UAVs. For example, if you are connected to a UAV, with the turret set to thermal vision and PIP feed enabled, "currentVisionMode gunner _uav" returns 2 when controlling the turret, but returns 0 after releasing control, even thought the PIP feed is still in thermal mode. WIth nightvision, it will return 1 whether or not you are controlling the turret, but if you switch from 1st to 3rd person before releasing control, then it returns 0 afterwards...