



If these 2 rules are met the condition script will run every frame for as long as you continue to look at the object and be close enough. You have to be closer than 15m to the object you added action to and you have to look at the object. Arma 3: Add Action to Trigger Activation Tutorial This condition is also evaluated every frame but there are certain rules to when it should be evaluated. Bitmex api exampleīy default it always returns true. It has to return true in order for your custom action to show in action list. For the record, your are mentioned in the credits! Haha thanks, but I have also learned something new today thanks to you, that camconstruct creates a freeview cam!Continuing with addAction quirksthe 8th element in addAction params array is the condition statement. It is not weird, I now looked at your cam creation. Impossible if it moves the cam up it moves it relative to the target so the target must be ok, something else resets the camera then. What am I doing wrong? I simply want my spectator-cam to face downward so spectators get a top-down view. It turns down like I want it to however once I use my mouse the cam jumps back to normal view looking straight forward and from then on I am unable to use the mouse. And why would you want to anyway? Pages: 1 2. Or yeah, to detach attached objects use detach command. Putting 2 and 2 together, in order to attach 3 sticks of C4 to a player with correct orientation and formation, the code should look something like this. As you can see, you can rotate any degree by simply changing ratio between axes. This is why it is better to use one combined vector set command than 2 separate commands. If you make mistake here and produce conflicting command which is not impossible the object orientation will go back to default. Notice how in the last example you have to synchronously change both vectorDir and vectorUP. If it is player object for example, then X goes from left to right, Y goes from back to front, and Z goes from down up. When attaching object to an object the axes are relative to the object that gets the attachment. In C4 example, the default C4 orientation is horizontal, facing up and aligned with the X axis. Attaching an object to an object will place attached object in default orientation, which may not be what is desired. Offset is relative to the point of attachment.Īs demonstrated on the picture below, where I used wrenches to show different memory points, character models have quite a few memory points. Offset array is used to tweak the position of the attached object. If you skip memory point, your object will be attached to the default centre of another object, if you indicate valid memory point, it will be attached to that point on the model. It allows to attach almost anything to anything, and the best bit is the attached parts then are all moving together.
