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Duke49th

What is "Lasertarget" called in Arma2?

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Hi guys. I have a problem:

In arma 1 you have LaserTargetE, LaserTargetW and LasertargetS.

What the heck is it called in ArmA2?

Pleease could anyone tell me that?

I searched the whole Internet, but found NOTHING!

Please help me!:)

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They're the same. LaserTargetE, LaserTargetW, LaserTargetC

Nope;)

But I got it....after hours of searching:icon_rolleyes:

Via debugging Console:

LaserTargetWBase

LaserTargetEBase

LaserTargetCBase

:cool:

Cheers

Edited by Duke49th

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Hmm would it be possible to get the position of it anyhow? I've tried getpos, location, getmarkerpos... none of them worked.

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Hi I'm running wild in trying to get this LaserTarget to run.

Problem:

AH1Z shall fire at laserdot ...pretty simple so far..

LaserTargetW, E or something.. just returns the address of the position, not the real position..

example:

heli nearObjects["LaserTargetW",500] returns :

[183e8800# 1055220: lasertgt.p3d]

nothing I can handle with in Arma2

BUT:

heli nearTargets 500 returns :

[[[5226.58,8629.57,5.91382],"LaserTargetWBase",EAST,1e+015,183e8800# 1055220: lasertgt.p3d,0],[[5128.11,8647.91,1.17307],"T72_Gue",CIV,-999988,1952a400# 1055169: t72.p3d,0],[[5097.65,8638.91,1.19815],"T90",CIV,-999988,1951d800# 1055168: t90.p3d,0], ..and so on..lots of further targets...

Point your eyes on the very first entry of the above Array :

[[5226.58,8629.57,5.91382],"LaserTargetWBase",EAST,1e+015,183e8800# 1055220: lasertgt.p3d,0]

And within this array's

first entry:

[5226.58,8629.57,5.91382]

second entry:

"LaserTargetWBase"

....

problem solved...i thought...

I can see the position of the laserpoint and its typeName(?), I can grab the values and...at this point I'm lost..i've tried almost everything to check the "LaserTargetWBase" entry with other vars, values and stuff, but I'm not able to get a hand on this LaserTarget position and play around with it.

Anyone any ideas ?

Edit:

for now I'm running a foreach loop to check all candidates within this array. To figure out the right one I need an exit condition something like "LaserTargetWBase" == "LaserTargetWBase" (...yeah I know, but you will get the idea ;-) ). If I have this condition at the LaserTargetWBase, then I also have the correct position of this damned dot and everything is fine.

Hope this is clear ...it's pretty late in germany...

Edited by Scimitar-49th

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It seems that the "LaserTargetW, E, Base and stuff, not working properly.

For now its not possible to get values directly by typing in classnames/typenames in the nearObjects Filter.

The sidestep over the nearTargets command is working for me. Just a search and break condition to "LaserTargetWBase" is needed.

I solved it meanwhile by using the "in array" check.

Scimi

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It seems that the "LaserTargetW, E, Base and stuff, not working properly.

For now its not possible to get values directly by typing in classnames/typenames in the nearObjects Filter.

The sidestep over the nearTargets command is working for me. Just a search and break condition to "LaserTargetWBase" is needed.

I solved it meanwhile by using the "in array" check.

Scimi

I tried to get the position of the laser beam with this

obj = nearestobject[player,["LaserTargetWBase"]]

hint format ["%1",position obj]

The returned position is always [0,0,0]

Anyone figured this out yet?

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Are you guys trying to find the position of a lasertarget object for some reason? Or are you just trying to make a laser target to lock on to?

If it's the latter... I made a thread about this not too long ago and got a script posted on how to create a lasertarget on an object to lock on to it, only expiring when the object is dead.

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