Object Manipulation
69 functions. Also as Markdown for agents.
- BIN_fnc_setRagdollSet the provided unit in ragdoll state (pushed by an invisible object).
- BIS_fnc_absSpeedReturns absolute speed of a vehicle in kilometres per hour (km/h).
- BIS_fnc_adjustSimpleObjectAdjust simple object vertical position, animations and selection according to provided data.
- BIS_fnc_allSynchronizedObjectsReturn all synchronised objects, including those synced to synced and so on.
- BIS_fnc_allTurretsReturns all vehicle turrets from config with options. Does what allTurrets command does, except the param is vehicle's config classname.
- BIS_fnc_animateFlagSmoothly animates given flag from current position on the flag pole to the given position. When flag animation is done, the scripted event handler…
- BIS_fnc_animTypeFunction that returns a categorized array using a single string with the animation name.
- BIS_fnc_assignPlayerRoleEnsures the player can only get in the specific vehicle role.
- BIS_fnc_attachToRelativeAttaches an object to another, preserving their relative position and orientation.
- BIS_fnc_boundingBoxCornerReturns position of all four bounding box corners OR Returns position of the nearest corner to the given position
- BIS_fnc_boundingBoxDimensionsReturns the sizes of the three dimensions of an object's bounding box.
- BIS_fnc_boundingBoxMarkerCreates marker on object with size of objects' bounding box.
- BIS_fnc_boundingCircleReturns size of bounding circle (calculated from X and Y coordinates). This is actually the 2D horizontal diagonal length of the boundingBox.
- BIS_fnc_carAlarmPlay car alarm effect.
- BIS_fnc_cargoTurretIndexReturn cargo index of a person turret and the other way around.
- BIS_fnc_createSimpleObjectCreates non-simulated framerate and network performance friendly object - a Simple Object - and applies different adjustments to fake non-existing…
- BIS_fnc_crewCountFunction that counts amount of seats, both for crew and cargo seats.
- BIS_fnc_drawBoundingBoxDraws bounding box around given objects.
- BIS_fnc_findLookAtGiven target location, calculates orientation vectors facing direction
- BIS_fnc_fireMakes a unit or a vehicle fire given muzzle. Make sure that there is some ammo to fire, and, in case of a unit, the weapon with given muzzle is…
- BIS_fnc_getNameReturns name of a unit. Name of unit is stored in it is namespace so it can be retrieved later, mainly for when unit dies. Name is stored in the…
- BIS_fnc_getObjectBBDGet object boundingBoxReal max values and store them with setVariable ["BIS_EGSpectator_objectBBD", [maxWidth, maxLength, maxHeight]] for later calls.
- BIS_fnc_getPitchBankReturns the pitch and bank of an object, in degrees. Yaw can be found using the getDir command.
- BIS_fnc_getTurretsReturns vehicle turrets.
- BIS_fnc_getUnitInsigniaGet a unit's uniform insignia class set with BIS_fnc_setUnitInsignia.
- BIS_fnc_initVirtualUnitInitialize virtual unit. Disable it, turn the camera upwards and save its correct side.
- BIS_fnc_inTriggerDetects whether position is within area or calculates distance to the nearest edge of trigger area by using optional params.
- BIS_fnc_isBuildingEnterableCheck whether a building or structure has available positions defined within model.
- BIS_fnc_isInFrontOfCheck if an object is in front of another object (in the front 180°)
- BIS_fnc_isUnitVirtualReturn if unit is virtual (used for example for Zeus players).
- BIS_fnc_moveActionReturn current move action (used in playAction, playActionNow and switchAction)
- BIS_fnc_moveInMoves a unit into vehicle. Compatible with assignedVehicleRole output.
- BIS_fnc_neutralizeUnitNeutralize an object by intrinsic means: - soldiers are blown up by mine - vehicles are shelled by artillery - air units are hit by AA missile -…
- BIS_fnc_objectHeightReturn object height defined by its bounding box and eventual offset fix. For the following classes an offset is used.
- BIS_fnc_objectsGrabberConverts a set of placed objects to an object array (as a String) for the DynO mapper.
- BIS_fnc_objectsMapperTakes an array of data about a dynamic object template and creates the objects.
- BIS_fnc_objectTypeReturn object category and type.
- BIS_fnc_objectVarReturn a unique object variable. The variable is preserved after unit respawn.
- BIS_fnc_playerNameReturn current profile's name. Deprecated since Arma 3, use profileName instead.
- BIS_fnc_prepareAOSpawns random patrols and/or vehicles in trigger areas with proper names. Side selected in the triggers "Activation" listbox will determine the side…
- BIS_fnc_rankParamsReturn information about military rank.
- BIS_fnc_replaceWithSimpleObjectReplaces a normal object with a Simple Object. Object must not contain any crew and must be placed on the ground.
- BIS_fnc_returnGroupComposition<pre> /* File: returnGroupComp.sqf
- BIS_fnc_scriptedMoveForces 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…
- BIS_fnc_selectCrewReturn an appropriate crew type for a certain vehicle.
- BIS_fnc_setHeightSet an object's altitude.
- BIS_fnc_setHitPointDamageSets damage to HitPoint with dependency or not.
- BIS_fnc_setIdentitySets the unit's identity.
- BIS_fnc_setObjectRotationSet object rotation.
- BIS_fnc_setObjectShotParents*N/A*
- BIS_fnc_setObjectTextureSet object textures.
- BIS_fnc_setPitchBankRotate an object, giving it the specified pitch and bank, in degrees.
- BIS_fnc_setRankSet rank of vehicle crew.
- BIS_fnc_setUnitInsigniaSets unit insignia (e.g., shoulder insignia on soldiers). See Arma 3: Unit Insignia for more details and a list of official insignias.
- BIS_fnc_setVehicleMassSet mass relative to the default vehicle mass (default mass being vehicle mass on first execution of this function).
- BIS_fnc_simpleObjectDataGet complete data needed for simple object creation.
- BIS_fnc_spawnCrewFunction to fill all crew positions in a vehicle, including turrets. In dummy mode no objects are created and the returned array contains only ones;…
- BIS_fnc_spawnEnemyConstantly spawns enemies around a player according to array of enemy classes. The units will try to hunt down the player.
- BIS_fnc_spawnGroupFunction which handles the spawning of a dynamic group of characters. The composition of the group can be passed to the function.
- BIS_fnc_spawnObjectsCreate a stack of objects at given position or on top of given object (eg. table).
- BIS_fnc_spotterMake spotter report target distance to sniper. Will only stop if one of the two units dies.
- BIS_fnc_stalkContinuously set WP of one group to a different group to hunt it. It does not change the group's behaviour.
- BIS_fnc_switchLampSwitch streetlamp on/off.
- BIS_fnc_synchronizedObjectsGet all objects of given type directly synchronised to the given object. Works in Eden Editor too.
- BIS_fnc_synchronizedObjectsQueueReturn sequence of all synchronized objects forming either line or circle.
- BIS_fnc_teamColorConvert number to color team name or color.
- BIS_fnc_textureVehicleIconChecks whether icon is defined in CfgVehicleIcons and if so, returns the icon.
- BIS_fnc_turretConfigReturns vehicle turret config for the turret given by the turret path.
- BIS_fnc_vehicleCrewTurretsReturns vehicle crew turrets, which will be filled with crew if createVehicleCrew command is executed on the vehicle. If vehicle class is passed as…