BIS fnc prepareAO: Difference between revisions

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{{Function|Comments=
{{RV|type=function


| arma3 |Game name=
|game1= arma3
|version1= 1.00


|1.00|Game version=
|gr1= Object Manipulation


|gr1 = Object Manipulation |GROUP1=
|descr= Spawns random patrols and/or vehicles in trigger areas with proper names. Side selected in the triggers "Activation" listbox will determine the side of the spawned asset(s).<br>
 
| Spawns random patrols and/or vehicles in trigger areas with proper names. Side selected in the triggers "Activation" listbox will determine the side of the spawned asset(s).<br>


Trigger '''names''' (a.k.a "Trigger text", '''not''' "Variable Name") defines the kind of spawn. Supported trigger names are:
Trigger '''names''' (a.k.a "Trigger text", '''not''' "Variable Name") defines the kind of spawn. Supported trigger names are:
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** tank
** tank
* '''GEN_ammo''': spawns a random number of ammoboxes. You can get and idea of the shape this composition will have by making this trigger rectangular with dimensions 5m x 1m. You can also specify the amount of crates spawned by using min. and max. Timeout values (supported range is 1 to 6 crates).
* '''GEN_ammo''': spawns a random number of ammoboxes. You can get and idea of the shape this composition will have by making this trigger rectangular with dimensions 5m x 1m. You can also specify the amount of crates spawned by using min. and max. Timeout values (supported range is 1 to 6 crates).
* '''GEN_civilCar''': spawns a random empty civil car |DESCRIPTION=
* '''GEN_civilCar''': spawns a random empty civil car


| density call [[BIS_fnc_prepareAO]] |SYNTAX=
|s1= density call [[BIS_fnc_prepareAO]]


|p1= density: [[Number]] - (Optional, default 1) enemy presence density index used for random footpatrols |PARAMETER1=
|p1= density: [[Number]] - (Optional, default 1) enemy presence density index used for random footpatrols


| [[Nothing]] |RETURNVALUE=
|r1= [[Nothing]]


|x1= <code>0.75 [[call]] [[BIS_fnc_prepareAO]];</code> |EXAMPLE1=
|x1= <sqf>0.75 call BIS_fnc_prepareAO;</sqf>


|x2= <code>[[call]] [[BIS_fnc_prepareAO]];</code> |EXAMPLE2=
|x2= <sqf>call BIS_fnc_prepareAO;</sqf>


| [[BIS_fnc_spawnGroup]], [[createUnit]] |SEEALSO=
|seealso= [[BIS_fnc_spawnGroup]] [[createUnit]]
}}
}}
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section END -->
</dl>
<h3 style="display:none">Bottom Section</h3>
[[Category:Functions|{{uc:prepareAO}}]]
[[Category:{{Name|arma3}}: Functions|{{uc:prepareAO}}]]

Latest revision as of 13:24, 1 July 2022

Hover & click on the images for description

Description

Description:
Spawns random patrols and/or vehicles in trigger areas with proper names. Side selected in the triggers "Activation" listbox will determine the side of the spawned asset(s).
Trigger names (a.k.a "Trigger text", not "Variable Name") defines the kind of spawn. Supported trigger names are:
  • GEN_infantry: spawns random infantry patrol with sentry waypoints (NOTE: only circular triggers are supported, min. axis should be 500m)
  • GEN_patrolVeh: spawns a random vehicle. If a civilian unit is synchronized with the trigger, its waypoint will be used by the spawned vehicle
    You can specify the vehicle type by typing one of the following into the trigger's "On Act." field:
    • car
    • apc
    • tank
  • GEN_ammo: spawns a random number of ammoboxes. You can get and idea of the shape this composition will have by making this trigger rectangular with dimensions 5m x 1m. You can also specify the amount of crates spawned by using min. and max. Timeout values (supported range is 1 to 6 crates).
  • GEN_civilCar: spawns a random empty civil car
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
density call BIS_fnc_prepareAO
Parameters:
density: Number - (Optional, default 1) enemy presence density index used for random footpatrols
Return Value:
Nothing

Examples

Example 1:
0.75 call BIS_fnc_prepareAO;
Example 2:
call BIS_fnc_prepareAO;

Additional Information

See also:
BIS_fnc_spawnGroup createUnit

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note