Arma 3 Scripting

Function in Interaction

BIS_fnc_target

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Description

Handles the shooting targets in the Bootcamp DLC, statistics, animation, etc. (targets such as TargetBootcampHuman_f)

+ Action/Parameter Table Action (String) Parameters (Array) arguments
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
N/A
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
Return Value: Number - 0 (up) or 1 (down) depending on current state
- target: Object - Target object of type "TargetBootcamp_base_F"
getAnimationPhaseString
Return Value: String - "up" or "down" depending on current state
- target: Object - Target object of type "TargetBootcamp_base_F"
getAnimatedSelection
Return Value: 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
Return Value: Number - 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
Return Value: Array - all data from Shooter Data for specific unit
Format: [["uid", ""], ["name", ""], ["shots", [[["time", 0], ["distance", 0], ["weapon", ""], ["direct", 0]]]]]
- 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 Value: 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 Value: Number - 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 Value: 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 Value: 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 Value: 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 Value: 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 Value: Object - corresponding shooter 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)
- display: Display
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

Syntax

[action, parameters] call BIS_fnc_target

Parameters:

Returns: See above table

Examples

Example 1

// open the Score Board
["uiOpen", [myTarget]] call BIS_fnc_target;

Example 2

// open the Score Board for all players in MP
["uiOpenToAll", [myTarget]] call BIS_fnc_target;

Example 3

// clear all data from Score Board
["resetShootersData", [myTarget]] call BIS_fnc_target;

See also

doTarget