BIS_fnc_spawnGroup

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Introduced with Arma 2 version 1.001.00Introduced with Take On Helicopters version 1.001.00
Hover & click on the images for descriptions

Description

Description:
Function which handles the spawning of a dynamic group of characters. The composition of the group can be passed to the function. Alternatively a number can be passed and the function will spawn that amount of characters with a random type.
Before Arma 3 a side's Center must have been created before a group may be spawned either by using createCenter or an editor placed (0% Probability of Presence is fine) unit of the appropriate side.

Syntax

Syntax:
[position, side, toSpawn, relPositions, ranks, skillRange, ammoRange, randomControls, azimuth, precisePos, maxVehicles] call BIS_fnc_spawnGroup
Parameters:
position: Position - group's starting position
side: Side - group's side
toSpawn - Can be one of:
relPositions: Array of Positions (Optional, default []) a list of relative positions
ranks: Array of Strings/Numbers - (Optional, default []) ranks (see BIS_fnc_setRank) - must be same size as toSpawn's array
skillRange: Array of Numbers - (Optional, default []) skill range format [min, max]
ammoRange: Array of Numbers - (Optional, default []) ammunition range (0..1) format [min, max]
randomControls: Array of Numbers - (Optional, default [-1, 1]) to format [minUnits, chance]:
  • minUnits: Number - (Optional, default -1) amount of mandatory units
  • chance: Number - (Optional, default -1) spawn chance for remaining units (0..1)
  • azimuth: Number - (Optional, default 0) azimuth/direction
    precisePos: Boolean - (Optional, default true) forces precise position placement
    maxVehicles: Number - (Optional, default 10e10) vehicle number limit
    Return Value:
    Group

    Examples

    Example 1:
    Spawn five random EAST units at aPosition: [getPos aPosition, east, 5] call BIS_fnc_spawnGroup;
    Example 2:
    Spawn a Stryker MGS Platoon at marker "tankSpawn": [getMarkerPos "tankSpawn", side player, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Armored" >> "US_MGSPlatoon")] call BIS_fnc_spawnGroup;
    Example 3:
    Spawn a TK Militia Medic and Soldier at aPos facing south: [getPos aPos, east, ["TK_INS_Bonesetter_EP1", "TK_INS_Soldier_2_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup

    Additional Information

    Execution:
    call
    See also:
    Category:CfgVehicles Arma 2: CfgVehicles Arma 3 Assets

    Notes

    i
    Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.


    Bottom Section

    Posted on August 23, 2016 - 02:42 (UTC)
    Snake Plissken
    Sides are as follow: To spawn one BLUFOR group ("MARK1" is the name given to a map marker): Group_Name_Here = [getMarkerPos "MARK1", WEST, ["B_G_Soldier_A_F", "B_G_Soldier_F", "B_G_Soldier_AR_F", "B_G_Soldier_LAT_F"]] call BIS_fnc_spawnGroup; Or a random group OPFOR of seven units Group_Name_Here= [getMarkerPos "MARK1", EAST, 7] call BIS_fnc_spawnGroup; an independent group: Group_Name_Here = [getMarkerPos "MARK1", INDEPENDENT, ["I_G_Soldier_A_F", "I_G_Soldier_F", "I_G_Soldier_AR_F", "I_G_Soldier_LAT_F"]] call BIS_fnc_spawnGroup;
    Posted on August 2, 2017 - 19:06 (UTC)
    Cheitan
    When using this function for making a dynamic AI spawn, pay attention to the fact that none of the created groups will be marked for auto-deletion when the group become empty (all members dead). It means that it can be very easy to hit the 144 (288 for A3) max groups per side limitation, implying that no more AI or group can be created afterwards. To avoid this issue on Arma 3, don't forget to use deleteGroupWhenEmpty command in your script.