createVehicleCrew: Difference between revisions

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{{Feature|informative|This command:
{{Feature|informative|This command:
* {{GVI|arma3|1.26|size=0.75}} creates a group if one is needed (otherwise uses <sqf inline>group vehicle</sqf>)
* {{GVI|arma3|1.26|size= 0.75}} creates a group if one is needed (otherwise uses <sqf inline>group vehicle</sqf>)
* creates a driver (if the vehicle needs one - config {{hl|hasDriver}})
* creates a driver (if the vehicle needs one - config {{hl|hasDriver}})
* creates [[allTurrets|all non-FFV turrets]] gunners (if the turret needs one - config {{hl|hasGunner}} without {{hl|dontCreateAI}})
* creates [[allTurrets|all non-FFV turrets]] gunners (if the turret needs one - config {{hl|hasGunner}} without {{hl|dontCreateAI}})

Revision as of 12:09, 21 December 2022

Hover & click on the images for description

Description

Description:
Creates vehicle crew corresponding to the provided vehicle's faction. If the vehicle is already occupied, the command will only create missing crew in the existing vehicle's group.
To find out which crew will be created, use BIS_fnc_vehicleCrewTurrets.
This command:
  • Arma 3 logo black.png1.26 creates a group if one is needed (otherwise uses group vehicle)
  • creates a driver (if the vehicle needs one - config hasDriver)
  • creates all non-FFV turrets gunners (if the turret needs one - config hasGunner without dontCreateAI)
  • does not create cargo
  • 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 to spawn a crew-full vehicle with group addition.
While a vehicle with a crew placed in editor will have all crew units of the rank "PRIVATE", this command will create the driver as "LIEUTENANT" and all turret units as "SERGEANT".
Groups:
Object Manipulation

Syntax

Syntax:
createVehicleCrew vehicle
Parameters:
vehicle: Object - vehicle to populate with crew
Return Value:
Group - the group of the created crew (since Arma 3 logo black.png1.94; before that returned Nothing)

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:
deleteVehicleCrew moveInDriver moveInGunner moveInCommander moveInTurret moveInCargo BIS_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
SilentSpike - c
Posted on Aug 20, 2014 - 14:01 (UTC)

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.

DrPastah - c
Posted on Dec 22, 2015 - 14:19 (UTC)
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.
AgentRevolution - c
Posted on Jun 02, 2017 - 03:26 (UTC)
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