BIS fnc initVehicle: Difference between revisions

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m (Text replacement - "[[Arma 3: Vehicle Customization" to "[[Arma 3: Vehicle Customisation")
 
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|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 of texture sources with their probability, to format <sqf inline>["textureSource1", 0.5, "textureSource2", 0.5]</sqf>
* [[Array]] - texture sources with their probability in format <sqf inline>["textureSource1", 0.5, "textureSource2", 0.5]</sqf>
* [[String]] - Variant class name - from <sqf inline>configFile >> "CfgVehicles"</sqf> or <sqf inline>missionConfigFile >> "CfgVehicleTemplates"</sqf> (see [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]])
* [[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 of animation sources with their probability, to format <sqf inline>["animationSource1", 0.5, "animationSource2", 0.5]</sqf>
* [[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 <sqf inline>configFile >> "CfgVehicles"</sqf> or <sqf inline>missionConfigFile >> "CfgVehicleTemplates"</sqf> (see [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]])
* [[String]] - variant class name - from <sqf inline>configFile >> "CfgVehicles"</sqf> or <sqf inline>missionConfigFile >> "CfgVehicleTemplates"</sqf> (see [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]])


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|x4= <sqf>
|x4= <sqf>
// Randomise camo net options with 50% probability
// 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;
[vehicle player, false, ["showcamonethull", 0.5, "showcamonetturret", 0.5, "showcamonetcannon", 0.5, "showslathull", 0.5]] call BIS_fnc_initVehicle;
</sqf>
</sqf>


|x6= <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.
// 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;
[vehicle player, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;
</sqf>
</sqf>
|seealso= [[BIS_fnc_saveVehicle]] [[BIS_fnc_loadVehicle]] [[Arma 3: Vehicle Customisation]]
}}
}}

Latest revision as of 22:57, 8 April 2024

Hover & click on the images for description

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)
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]
    If the first element is wrong, it will skip the rest of the animation sources!
  • String - variant class name - from configFile >> "CfgVehicles" or missionConfigFile >> "CfgVehicleTemplates" (see CfgVehicleTemplates)
mass: (Optional, default false)
  • Boolean - true to set the default mass, false to disable the mass change
  • Number - mass to remove/add to the vehicle
Return Value:
Boolean - function success or not

Examples

Example 1:
result = [this, "", []] call BIS_fnc_initVehicle;
Example 2:
result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call BIS_fnc_initVehicle;
Example 3:
result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call BIS_fnc_initVehicle;
Example 4:
// 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;
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

See also:
BIS_fnc_saveVehicle BIS_fnc_loadVehicle Arma 3: Vehicle Customisation

Notes

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