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MoveInTurret

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  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

点击图片可看到更多讯息

开始使用于

游戏:
Armed Assault
版本:
1.00

描述

描述:
Moves the soldier into the vehicle's turret. (Immediately, without animation). turret path is an array of positions inside a turret, or positions inside a turret of a turret.

[0] means first turret.
[0,0] means first turret of first turret.
[0,1] means second turret of first turret.
[1] means second turret.
[1,0] means first turret of the second turret.
[2,0] means first turret of third turret.
And so on ...

基本句法

句法:
unitName moveInTurret [vehicle, turretPath]
参数:
unitName: Object

[vehicle, turretPath]: Array

vehicle: Object

turretPath: Array - see Description.
返回值:
Nothing

范例

范例1:
_soldierOne moveInTurret [_tank, [0, 0]]

额外资讯

多人游戏:
-
也可以看看:

allTurretsfullCrewassignAsTurretmoveInCargomoveInCommandermoveInDrivermoveInGunnerassignAsCargoassignAsCommanderassignAsDriverassignAsGunnerGetInTurret

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Posted on March 6, 2008
Kronzky
To find out which turrets are available on a vehicle, and what the syntax is, you can use this little script.


Posted on February 13, 2014
hcpookie
Examples for nested turrets:

MainTurret = _soldierOne moveInTurret [_tank, [0]]

CommanderTurret = _soldierOne moveInTurret [_tank, [0, 0]]

... where:

MainTurret is the standard BIS MainTurret... e.g: class Turrets { class MainTurret {}; };

CommanderTurret is the standard BIS CommanderTurret located on the MainTurret... e.g: class Turrets { class MainTurret { class Turrets { class CommanderTurret {}; }; }; };

Posted on March 18, 2014
Killzone_Kid
Here is a small function to find available turret paths for a given vehicle. It will only search 2 levels deep, hence called commonTurrets: KK_fnc_commonTurrets = { private ["_arr","_trts"]; _arr = []; _trts = configFile / "CfgVehicles" / typeOf _this / "Turrets"; for "_i" from 0 to count _trts - 1 do { _arr set [count _arr, [_i]]; for "_j" from 0 to count ( _trts / configName (_trts select _i) / "Turrets" ) - 1 do { _arr set [count _arr, [_i, _j]]; }; }; _arr }; Example call: hint str (vehicle player call KK_fnc_commonTurrets); //[[0],[0,0]] See also allTurrets



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