BIS fnc garage: Difference between revisions
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{{ | {{RV|type=function | ||
| arma3 |= | |game1= arma3 | ||
|version1= 1.42 | |||
| | |gr1= Vehicles | ||
| | |gr2= Broken Functions | ||
|descr= Splendid™ Virtual Arsenal Garage. | |||
|s1= [mode, params] call [[BIS_fnc_garage]] | |||
| | |p1= mode: [[String]] - (Optional, default "Open") '''case-sensitive'''. Can be "Open"; other cases are for internal use | ||
| | |p2= params: [[Anything]] - (Optional, default <sqf inline>[]</sqf>) depending on ''mode'', can be: | ||
* "Open": [fullGarage, garageCentre] | |||
** fullGarage: [[Boolean]] - (Optional, default [[false]]) | |||
** garageCentre: [[Object]] - (Optional, default [[objNull]]) the garage centre as vehicle; will be deleted on opening | |||
| | |r1= [[Nothing]] | ||
| | |x1= <sqf>[] call BIS_fnc_garage;</sqf> | ||
| | |x2= <sqf> | ||
player addAction ["Open Garage", { | |||
// create a position 30 meters infront of the player | |||
_pos = player getPos [30,getDir player]; | |||
// create empty helipad at the position and save it in the global variable BIS_fnc_garage_center | |||
BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"]; | |||
/ | ["Open", true] call BIS_fnc_garage; | ||
}]; | |||
</sqf> | |||
|x3= <sqf> | |||
player addAction ["Open Garage", { | |||
// create a position 30 meters infront of the player | |||
_pos = player getPos [30, getDir player]; | |||
[ " | // create empty helipad at the position | ||
_vehicle = createVehicle ["Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"]; | |||
// pass created vehicle to function for use as position | |||
["Open", [true, _vehicle]] call BIS_fnc_garage; | |||
}]; | }]; | ||
</ | </sqf> | ||
|seealso= [[BIS_fnc_arsenal]] [[Arsenal]] | |||
}} | |||
// | {{Note | ||
|user= Larrow | |||
|timestamp= 20150531070900 | |||
|text= Available namespace variables | |||
<sqf>missionNamespace | |||
BIS_fnc_arsenal_center // copy of BIS_fnc_garage_center | |||
BIS_fnc_arsenal_fullGarage // holds param 1 of "open" statement | |||
BIS_fnc_arsenal_group // Group spawned vehicle is created in, default players group | |||
BIS_fnc_arsenal_type // --- 0 - Arsenal, 1 - Garage | |||
BIS_fnc_garage_center // Hold a reference to an OBJECT of where to spawn selected garage vehicle | |||
BIS_fnc_garage_centerType // ? // default selected vehicle model from config | |||
BIS_fnc_garage_data // Array of vehicles for garage tabs - see below | |||
BIS_fnc_garage_turretPaths // ? // [] | |||
// | uiNamespace | ||
[" | BIS_fnc_arsenal_cam // null if arsenal is not open else holds reference to arsenal display | ||
BIS_fnc_arsenal_toggleSpace // ? | |||
</ | BIS_fnc_garage_defaultClass // Default class to display | ||
BIS_fnc_garage_stats // min and max values of config ["maxspeed","armor","fuelcapacity","threat"] of cfgVehicles >> crew | |||
</sqf> | |||
Available scripted eventHandlers | |||
<sqf> | |||
// [namespace event is stored in, event name, passed variables] | |||
[missionNamespace, "garageOpened", [_display, _toggleSpace]] | |||
[missionNamespace, "garageClosed", [displayNull, uiNamespace getVariable ["BIS_fnc_arsenal_toggleSpace", false]]] | |||
</sqf> | |||
Structure of BIS_fnc_garage_data | |||
<sqf> | |||
BIS_fnc_garage_data = [ | |||
// CARS | |||
[ | |||
//model | |||
"\a3\soft_f\offroad_01\offroad_01_unarmed_f", | |||
// config paths of classes that use above model | |||
[ | |||
config.bin/CfgVehicles/C_Offroad_01_F, | |||
config.bin/CfgVehicles/B_G_Offroad_01_F | |||
], | |||
"\a3\soft_f\mrap_02\mrap_02_gmg_f", | |||
[ | |||
config.bin/CfgVehicles/O_MRAP_02_gmg_F | |||
] | |||
], | |||
[], // ARMOR | |||
[], // HELIS | |||
[], // PLANES | |||
[], // NAVAL | |||
[] // STATICS | |||
] | |||
</sqf> | |||
}} | |||
| | {{Note | ||
|user= .kju | |||
|timestamp= 20180501144000 | |||
|text= The above overview isn't fully correct: | |||
# BIS_fnc_garage_centerType returns by default the model path of the "default class" <sqf>getText (configFile >> "cfgvehicles" >> _classDefault >> "model")</sqf> yet once a vehicle is selected it returns its class name. | |||
# BIS_fnc_garage_center returns by default the player reference, yet otherwise the created vehicle object | |||
}} | }} |
Latest revision as of 18:09, 8 November 2023
Description
- Description:
- Splendid™ Virtual Arsenal Garage.
- Execution:
- call
- Groups:
- VehiclesBroken Functions
Syntax
- Syntax:
- [mode, params] call BIS_fnc_garage
- Parameters:
- mode: String - (Optional, default "Open") case-sensitive. Can be "Open"; other cases are for internal use
- params: Anything - (Optional, default []) depending on mode, can be:
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- player addAction ["Open Garage", { // create a position 30 meters infront of the player _pos = player getPos [30,getDir player]; // create empty helipad at the position and save it in the global variable BIS_fnc_garage_center BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"]; ["Open", true] call BIS_fnc_garage; }];
- Example 3:
- player addAction ["Open Garage", { // create a position 30 meters infront of the player _pos = player getPos [30, getDir player]; // create empty helipad at the position _vehicle = createVehicle ["Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"]; // pass created vehicle to function for use as position ["Open", [true, _vehicle]] call BIS_fnc_garage; }];
Additional Information
- See also:
- BIS_fnc_arsenal Arsenal
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
- Posted on May 31, 2015 - 07:09 (UTC)
-
Available namespace variables
Available scripted eventHandlersmissionNamespace BIS_fnc_arsenal_center // copy of BIS_fnc_garage_center BIS_fnc_arsenal_fullGarage // holds param 1 of "open" statement BIS_fnc_arsenal_group // Group spawned vehicle is created in, default players group BIS_fnc_arsenal_type // --- 0 - Arsenal, 1 - Garage BIS_fnc_garage_center // Hold a reference to an OBJECT of where to spawn selected garage vehicle BIS_fnc_garage_centerType // ? // default selected vehicle model from config BIS_fnc_garage_data // Array of vehicles for garage tabs - see below BIS_fnc_garage_turretPaths // ? // [] uiNamespace BIS_fnc_arsenal_cam // null if arsenal is not open else holds reference to arsenal display BIS_fnc_arsenal_toggleSpace // ? BIS_fnc_garage_defaultClass // Default class to display BIS_fnc_garage_stats // min and max values of config ["maxspeed","armor","fuelcapacity","threat"] of cfgVehicles >> crewStructure of BIS_fnc_garage_data// [namespace event is stored in, event name, passed variables] [missionNamespace, "garageOpened", [_display, _toggleSpace]] [missionNamespace, "garageClosed", [displayNull, uiNamespace getVariable ["BIS_fnc_arsenal_toggleSpace", false]]]BIS_fnc_garage_data = [ // CARS [ //model "\a3\soft_f\offroad_01\offroad_01_unarmed_f", // config paths of classes that use above model [ config.bin/CfgVehicles/C_Offroad_01_F, config.bin/CfgVehicles/B_G_Offroad_01_F ], "\a3\soft_f\mrap_02\mrap_02_gmg_f", [ config.bin/CfgVehicles/O_MRAP_02_gmg_F ] ], [], // ARMOR [], // HELIS [], // PLANES [], // NAVAL [] // STATICS ]
- Posted on May 01, 2018 - 14:40 (UTC)
-
The above overview isn't fully correct:
- BIS_fnc_garage_centerType returns by default the model path of the "default class" yet once a vehicle is selected it returns its class name.
- BIS_fnc_garage_center returns by default the player reference, yet otherwise the created vehicle object
- BIS_fnc_garage_centerType returns by default the model path of the "default class"