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| Creates crew to | | Creates vehicle crew corresponding to vehicle's [[faction]]. The command creates driver, if the vehicle has driver position (vehicle config: <tt>hasDriver</tt>) and fills [[allTurrets | all non-FFV turrets]] with gunners, if turrets can have gunners (turret config: <tt>hasGunner</tt>). Any turret that has <tt>dontCreateAI</tt> option set is omitted. If the vehicle is already occupied, the command will only create missing crew.<br><br> | ||
Since Arma3 v1.93.145652 this command will return [[Group]] of the created crew which will be vehicle's group. Missing crew will be created in the same group as vehicle. To find out which crew will be created, use [[BIS_fnc_vehicleCrewTurrets]].<br><br> | |||
{{Informative|This command does not [[addVehicle]] to the created crew in the same way this normally happens when crewed vehicle created in the editor. See [[BIS_fnc_spawnVehicle]] for a full vehicle and crew creation and group addition.}} |Description= | {{Informative|This command does not [[addVehicle]] to the created crew in the same way this normally happens when crewed vehicle created in the editor. See [[BIS_fnc_spawnVehicle]] for a full vehicle and crew creation and group addition.}} |Description= | ||
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| [[createVehicleCrew]] vehicle |Syntax= | | [[createVehicleCrew]] vehicle |Syntax= | ||
|p1= vehicle: [[Object]] |Parameter 1= | |p1= vehicle: [[Object]] - vehicle to populate with crew |Parameter 1= | ||
| [[ | | [[Group]] - the group of the created crew (since Arma3 v1.93.145652)|Return value= | ||
|x1= <code>_veh = [[createVehicle]] ["B_MRAP_01_F", [[getMarkerPos]] "createVeh", [], 0, "NONE"]; | |x1= <code>_veh = [[createVehicle]] ["B_MRAP_01_F", [[getMarkerPos]] "createVeh", [], 0, "NONE"]; |
Revision as of 10:19, 1 May 2019
Description
- Description:
- Creates vehicle crew corresponding to vehicle's faction. The command creates driver, if the vehicle has driver position (vehicle config: hasDriver) and fills all non-FFV turrets with gunners, if turrets can have gunners (turret config: hasGunner). Any turret that has dontCreateAI option set is omitted. If the vehicle is already occupied, the command will only create missing crew.
Since Arma3 v1.93.145652 this command will return Group of the created crew which will be vehicle's group. Missing crew will be created in the same group as vehicle. To find out which crew will be created, use BIS_fnc_vehicleCrewTurrets.
- Groups:
- Uncategorised
Syntax
- Syntax:
- createVehicleCrew vehicle
- Parameters:
- vehicle: Object - vehicle to populate with crew
- Return Value:
- Group - the group of the created crew (since Arma3 v1.93.145652)
Examples
- Example 1:
_veh = createVehicle ["B_MRAP_01_F", getMarkerPos "createVeh", [], 0, "NONE"]; createVehicleCrew _veh;
- Example 2:
_veh = createVehicle ["O_MRAP_02_hmg_F", position player, [], 0, "NONE"]; createVehicleCrew _veh; { diag_log [_x, faction _x, side _x, side group _x]; } forEach crew _veh;
[O Alpha 1-1:1,"OPF_F",EAST,EAST] [O Alpha 1-1:2,"OPF_F",EAST,EAST]
Additional Information
- See also:
- deleteVehicleCrewmoveInDrivermoveInGunnermoveInCommandermoveInTurretmoveInCargoBIS_fnc_spawnVehicle
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
Notes
Bottom Section
- Posted on August 20, 2014 - 14:01 (UTC)
- SilentSpike
- As of ARMA 3 v1.26 the command will work on non-empty vehicles. If any of the crew defined in config are missing they will be added.
- Posted on November 8, 2014 - 17:06 (UTC)
- Tankbuster
- This command creates drivers/copilots, commanders and gunners where appropriate, but it never creates cargo crew. So a gunship Huron will get a pilot and copilot plus 2 door gunners, but nobody in the back.
- Posted on December 22, 2015 - 14:19 (UTC)
- DrPastah
- createVehicleCrew does not work with Transport Unload waypoints for helicopters. You need to spawn the pilots separately and then get them into the helicopter in order to get Transport Unload waypoints to work.
- Posted on July 2, 2017 - 03:26 (UTC)
- AgentRev
-
The particular seats to which units are added depend on the dontCreateAI property, the hasDriver property of the base class, and the hasGunner propery of turret classes.
For instance, the following snippet calculates how many seats will be occupied by the created crew:private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle; private _crewCount = {round getNumber (_x >> "dontCreateAI") < 1 && ((_x == _vehCfg && {round getNumber (_x >> "hasDriver") > 0}) || (_x != _vehCfg && {round getNumber (_x >> "hasGunner") > 0}))} count ([_vehicle, configNull] call BIS_fnc_getTurrets);
Also, I've written a function to create a UAV crew for a specific side: https://gist.github.com/AgentRev/cb25d30e464f2239b6cee51fa0110c78