BIS_fnc_scriptedMove
- Global argument
- Global effect
- Arma 3 v2.10
Function · Markdown · JSON · original wiki page
Description
Forces a unit to turn towards and walk to provided destination(s). Will not work on player. When Group is used as argument, the function will be automatically executed for each unit in the group.
Note
When using endAnim, make sure it is able to break walkAnim (not all animations are compatible). When code is executed, it receives the following params: [unit, waypoints, currentIndex, userArgs].
Syntax
[unitOrGroup, waypoints, code, walkAnim, completionRadius, endAnim] call BIS_fnc_scriptedMove
Parameters:
unitOrGroup: Object or Group - unit or group of units of the class "Man"waypoints: Array of Positions in format [pos1, pos2, ...] or [[pos1, completionRadius1, turnSpeedCoef1], [pos2, completionRadius2, turnSpeedCoef2], ...]code: Code or Array - (Optional, default{}) code to run after each waypoint completion. Format {code} or [[params], {code}]walkAnim: String - (Optional, default "AmovPercMwlkSnonWnonDf") walking animation to be played in a loopcompletionRadius: Number - (Optional, default 0.5) how far from waypoint center to consider waypoint completion. Global value. The completionRadius given with individual waypoint position overrides global valueturnSpeedCoef: Number - (Optional, default 1.0) how quickly the unit turns towards next waypoint (fast 0.1 ... 10 slow). The turnSpeedCoef given with individual waypoint position overrides global valueendAnim: Number - (Optional, default animationState of the unit prior to function execution) when unit reaches last point, this is the animation to be played immediately. Use "" to let last walkAnim run in full
Returns: Script Handle or String or Nothing - depends on execution (local/remote/error);
Examples
Example 1
[myUnit, [getMarkerPos "wp1", getMarkerPos "wp2", getMarkerPos "wp3"]] call BIS_fnc_scriptedMove;