BIS fnc initVehicle: Difference between revisions
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| This function changes the textures, animation sources and/or mass of a given vehicle.<br | | This function changes the textures, animation sources and/or mass of a given vehicle.<br> | ||
The use of '''BIS_fnc_initVehicle_customization''' variable in a vehicle's init field is possible (see '''Example 4''') | The use of '''BIS_fnc_initVehicle_customization''' variable in a vehicle's init field is possible (see '''Example 4''') | ||
{{Informative|Unless explicitly mentioned (see '''Example 3'''), the function will restore the initial state of every animation sources of the given object.}} | {{Informative|Unless explicitly mentioned (see '''Example 3'''), the function will restore the initial state of every animation sources of the given object.}} | ||
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|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 {{Inline code|["animationSource1", 0.5, "animationSource2", 0.5]}}<br | * [[Array]] - Array of animation sources with their probability, to format {{Inline code|["animationSource1", 0.5, "animationSource2", 0.5]}}<br>'''NOTE:''' if the first element is wrong, it will skip the rest of the animation sources | ||
* [[String]] - variant class name - from the <tt>[[configFile]] >> [[CfgVehicles]]</tt> or from the <tt>[[missionConfigFile]] >> [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]]</tt> | * [[String]] - variant class name - from the <tt>[[configFile]] >> [[CfgVehicles]]</tt> or from the <tt>[[missionConfigFile]] >> [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]]</tt> | ||
|Parameter 3= | |Parameter 3= |
Revision as of 10:02, 19 March 2020
Description
- Description:
- This function changes the textures, animation sources and/or mass of a given vehicle.
The use of BIS_fnc_initVehicle_customization variable in a vehicle's init field is possible (see Example 4)Additional information:
- Execution:
- call
- Groups:
- Uncategorised
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 - Array of texture sources with their probability, to format
["textureSource1", 0.5, "textureSource2", 0.5]
- String - Variant class name - from the configFile >> CfgVehicles or from the missionConfigFile >> 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 - Array of animation sources with their probability, to format
["animationSource1", 0.5, "animationSource2", 0.5]
NOTE: if the first element is wrong, it will skip the rest of the animation sources - String - variant class name - from the configFile >> CfgVehicles or from the missionConfigFile >> CfgVehicleTemplates
- mass: (Optional, default false)
- 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:
this setVariable ["BIS_fnc_initVehicle_customization", false, false]; // set in an init field
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
Notes
Bottom Section
- Posted on December 1, 2018 - 00:25 (UTC)
- HazJ
-
Randomise camo net options with 50% probability:
result = [vehicle player, FALSE, ["showcamonethull", 0.5, "showcamonetturret", 0.5, "showcamonetcannon", 0.5, "showslathull", 0.5]] call BIS_fnc_initVehicle;
Force show all camo net options:result = [vehicle player, FALSE, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;
Use animationNames to get all available animation sources. Vehicles that don't support certain animations are simply ignored.