Difference between revisions of "SlingPrimary"

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<dt style="clear:both;font-weight:bold;position:absolute;padding:.3em;">Groups:</dt>
<dt style="clear:both;font-weight:bold;position:absolute;padding:.3em;">Groups:</dt>
<dd style="width:90%;padding:.3em .3em .3em 7em;"><div style="display:block;">
<dd style="width:90%;padding:.3em .3em .3em 7em;"><div style="display:block;">
Gameplay Utility Functions: Eric's Mission Framework
Gameplay: Eric's Mission Framework
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  </dl>  
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<div style="display:block;">[[rallyPoint]]</div>
<div style="display:block;">[[rallyPoint]]</div>
<div style="display:block;">[[safeStart]]</div>
<div style="display:block;">[[safeStart]]</div>
<div style="display:block;">[[setRole]]</div>
<div style="display:block;">[[tracers]]</div>
<div style="display:block;">[[tracers]]</div>
<div style="display:block;">[[unitInvestigate]]</div>
<div style="display:block;">[[unitInvestigate]]</div>

Latest revision as of 13:28, 26 March 2022

Description
Description:

This function enables slinging your primary firearm onto your back. It must be run locally (eg. from initPlayerLocal.sqf).

Execution:

call

Groups:

Gameplay: Eric's Mission Framework

Syntax
Syntax:

[unit] call emf_gameplay_fnc_slingPrimary

Parameters:

unit:

  • Object - Unit to apply to.
  • Array - Units to apply to.
  • String - role to apply to.
Return Value:

None

Examples
Example 1:
["BREACHER"] call emf_gameplay_fnc_slingPrimary;
Additional Information
See also:


Notes
  • Slinged weapon disappears upon respawn (This is subject to change in the future)