BIS fnc initVehicle: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - " \| *(\[[a-zA-Z,. ]*\] call ('''|\[\[)?BI(N|S)_fnc_[a-zA-Z]+('''|\]\])?) * \|p1=" to " |s1=$1 |p1=") |
Lou Montana (talk | contribs) m (Text replacement - "[[Arma 3: Vehicle Customization" to "[[Arma 3: Vehicle Customisation") |
||
(15 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{RV|type=function | {{RV|type=function | ||
| arma3 | |game1= arma3 | ||
|version1= 1.42 | |||
|1.42 | |||
|arg= local | |arg= local | ||
Line 11: | Line 10: | ||
|gr1= Vehicles | |gr1= Vehicles | ||
| This function changes the textures, animation sources and/or mass of a given vehicle. | |descr= This function changes the textures, animation sources and/or mass of a given vehicle.<br> | ||
Unless explicitly mentioned , the function will restore the initial state of every animation sources of the given object (see {{Link|#Example 3}}). | |||
|s1=[vehicle, variant, animations, mass] call [[BIS_fnc_initVehicle]] | |s1= [vehicle, variant, animations, mass] call [[BIS_fnc_initVehicle]] | ||
|p1= vehicle: [[Object]] - vehicle to customize | |p1= vehicle: [[Object]] - vehicle to customize | ||
Line 20: | Line 19: | ||
|p2= variant: (Optional, default [[false]]) | |p2= variant: (Optional, default [[false]]) | ||
* [[Boolean]] - [[true]] to restore default texture source, [[false]] to skip texture source change | * [[Boolean]] - [[true]] to restore default texture source, [[false]] to skip texture source change | ||
* [[Array]] - | * [[Array]] - texture sources with their probability in format <sqf inline>["textureSource1", 0.5, "textureSource2", 0.5]</sqf> | ||
* [[String]] - | * [[String]] - variant class name - from <sqf inline>configFile >> "CfgVehicles"</sqf> or <sqf inline>missionConfigFile >> "CfgVehicleTemplates"</sqf> (see [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]]) | ||
* [[Number]] - index of the texture source (same as the old system) | * [[Number]] - index of the texture source (same as the old system) | ||
|p3= animations: (Optional, default [[false]]) | |p3= animations: (Optional, default [[false]]) | ||
* [[Boolean]] - [[true]] to restore init phase of every animation sources | * [[Boolean]] - [[true]] to restore init phase of every animation sources | ||
* [[Array]] - | * [[Array]] - animation sources with their probability in format <sqf inline>["animationSource1", 0.5, "animationSource2", 0.5]</sqf>{{Feature|important| | ||
{{Feature|important|If the first element is wrong, it will skip the rest of the animation sources!}} | If the first element is wrong, it will skip the rest of the animation sources!}} | ||
* [[String]] - variant class name - from | * [[String]] - variant class name - from <sqf inline>configFile >> "CfgVehicles"</sqf> or <sqf inline>missionConfigFile >> "CfgVehicleTemplates"</sqf> (see [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]]) | ||
|p4= mass: (Optional, default [[false]]) | |p4= mass: (Optional, default [[false]]) | ||
Line 36: | Line 35: | ||
|r1= [[Boolean]] - function success or not | |r1= [[Boolean]] - function success or not | ||
|x1= < | |x1= <sqf>result = [this, "", []] call BIS_fnc_initVehicle;</sqf> | ||
|x2= <sqf>result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call BIS_fnc_initVehicle;</sqf> | |||
| | |x3= <sqf>result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call BIS_fnc_initVehicle;</sqf> | ||
| | |x4= <sqf> | ||
// randomise camo net options with 50% probability | |||
[vehicle player, false, ["showcamonethull", 0.5, "showcamonetturret", 0.5, "showcamonetcannon", 0.5, "showslathull", 0.5]] call BIS_fnc_initVehicle; | |||
</sqf> | |||
| | |x6= <sqf> | ||
// force show all camo net options. Use animationNames to get all available animation sources. Vehicles that don't support certain animations are simply ignored. | |||
[vehicle player, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle; | |||
</sqf> | |||
| | |seealso= [[BIS_fnc_saveVehicle]] [[BIS_fnc_loadVehicle]] [[Arma 3: Vehicle Customisation]] | ||
}} | }} |
Latest revision as of 22:57, 8 April 2024
Description
- Description:
- This function changes the textures, animation sources and/or mass of a given vehicle.
Unless explicitly mentioned , the function will restore the initial state of every animation sources of the given object (see Example 3). - Execution:
- call
- Groups:
- Vehicles
Syntax
- Syntax:
- [vehicle, variant, animations, mass] call BIS_fnc_initVehicle
- Parameters:
- vehicle: Object - vehicle to customize
- variant: (Optional, default false)
- Boolean - true to restore default texture source, false to skip texture source change
- Array - texture sources with their probability in format ["textureSource1", 0.5, "textureSource2", 0.5]
- String - variant class name - from configFile >> "CfgVehicles" or missionConfigFile >> "CfgVehicleTemplates" (see CfgVehicleTemplates)
- Number - index of the texture source (same as the old system)
- animations: (Optional, default false)
- Boolean - true to restore init phase of every animation sources
- Array - animation sources with their probability in format ["animationSource1", 0.5, "animationSource2", 0.5]
- String - variant class name - from configFile >> "CfgVehicles" or missionConfigFile >> "CfgVehicleTemplates" (see CfgVehicleTemplates)
- mass: (Optional, default false)
- Return Value:
- Boolean - function success or not
Examples
- Example 1:
- Example 2:
- Example 3:
- Example 4:
- Example 6:
- // force show all camo net options. Use animationNames to get all available animation sources. Vehicles that don't support certain animations are simply ignored. [vehicle player, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;
Additional Information
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