- Operation Flashpoint
- Sets object position.
player setPos [getPos player select 0, getPos player select 1, (getPos player select 2) +10];
_obj setPos [ getPos _obj select 0, getPos _obj select 1, -5];
player setPos (getPos _obj);
- ArmA 1.00 - 1.06: This command has local effect, but some simulation types do synchronise their changes over the network whilst others do not. The only known object types that currently, don't synchronise their positions over the net, are statics (simulation = "house").
Since ArmA 1.08 and later the command is global for every object again.
- Posted on 14 Dec, 2010
This command takes a PositionAGL. Apparently, Position and PositionAGL are the same thing.
- Posted on 6 Feb, 2011
Calling setPos on an object can cause the object's orientation to change. This depends on the terrain and/or objects below the object. This was tested by calling setPos on a test object with the position of a helicopter (modelToWorld with some offset). When flying over land the orientation of the test object would rapidly change depending on the slope of the ground and objects beneath it.
Comment applicable to Ver 1.96 and earlier:
obj1 setPos [x,y,z] Will place most objects z metres above ground level (negative numbers for underground). But if obj1 is a trigger then it will be placed z metres above sea level. This can be very useful if you want to check a unit's height above sea level but it can be a problem if you want to move a trigger to create an explosion or a sound. To move a trigger to a location at ground level:
triggername setPos [x,y,0]; triggername setPos [x,y,abs(getPos triggername select 2)];Note for Armed Assault: Using setPos for a trigger will work in exactly the same way that setPos works for other objects - namely that setPos [x,y,z] will place the trigger z metres above ground level. SetPos for static objects like a ammo crate do not work in MP.
- Posted on 23 Nov, 2011
- You can use getPos and setPos on triggers.