BIS fnc spawnGroup: Difference between revisions
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[[Category:{{Name|tkoh}}: Functions|{{uc:spawnGroup}}]] | [[Category:{{Name|tkoh}}: Functions|{{uc:spawnGroup}}]] | ||
[[Category:{{Name|arma3}}: Functions|{{uc:spawnGroup}}]] | [[Category:{{Name|arma3}}: Functions|{{uc:spawnGroup}}]] | ||
<!-- CONTINUE Notes --> | |||
<dl class="command_description"> | |||
<dd class="notedate">Posted on August 23, 2016 - 02:42 (UTC)</dd> | |||
<dt class="note">[[User:Snake Plissken|Snake Plissken]]</dt> | |||
<dd class="note"> | |||
Factions are represented by the letters<br> | |||
<br>WEST = BLUFOR | |||
<br>EAST = OPFOR | |||
<br>GUER = INDEPENDENT | |||
<br>CIV = CIVIL.<br> | |||
<br>To spawn one BLUFOR group, the command be | |||
<br>"MARK1" is the name given to the marking placed on the map, where the group will appear. | |||
<code>Group_Name_Here = [getMarkerPos "MARK1", WEST, ["B_G_Soldier_A_F", "B_G_Soldier_F", "B_G_Soldier_AR_F", "B_G_Soldier_LAT_F"]] call BIS_fnc_spawnGroup; </code> | |||
<br>Or a random group OPFOR of seven units | |||
<code>Group_Name_Here= [getMarkerPos "MARK1", EAST, 7 ] call BIS_fnc_spawnGroup; </code> | |||
<br>But to spawn an independent group, is not using "GUER" but the name "INDEPENDENT" | |||
<code>Group_Name_Here = [getMarkerPos "MARK1", INDEPENDENTE, ["I_G_Soldier_A_F", "I_G_Soldier_F", "I_G_Soldier_AR_F", "I_G_Soldier_LAT_F"]] call BIS_fnc_spawnGroup;</code> | |||
<br>I can not say that the correct would be to put the name "GUER" as in other factions, or is this an error for a correction future. | |||
</dd> | |||
</dl> | |||
<!-- DISCONTINUE Notes --> |
Revision as of 03:42, 23 August 2016
Description
- Description:
- Function which handles the spawning of a dynamic group of characters. The composition of the group can be passed to the function. Alternatively a number can be passed and the function will spawn that amount of characters with a random type. A side's Center must have been created before a group may be spawned. Either by using createCenter or an editor placed (0% Probability of Presence is fine) unit of the appropriate side.
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [position, side, character details, relative positions, list of ranks, skill range, ammo count range, randomization controls, azimuth] call BIS_fnc_spawnGroup
- Parameters:
- position - group's starting position (Array)
- side - group's Side (Side)
- character details - Can be three different types: a list of character types (Array), an amount of characters to spawn (Number) or a CfgGroups entry (Config)
- (optional) a list of relative positions (Array)
- (optional) a list of ranks (Array)
- (optional) skill range (Array)
- (optional) ammunition count range (Array)
- (optional) randomization controls (Array) 0: amount of mandatory units (Number) 1: spawn chance for remaining units (Number)
- (optional) azimuth/Direction (Number)
- Return Value:
- (Group)
Examples
- Example 1:
- Spawn five random EAST units at aPos:
[getPos aPos, EAST, 5] call BIS_fnc_spawnGroup
- Example 2:
- Spawn a Stryker MGS Platoon at marker "tankSpawn":
[getMarkerPos "tankSpawn", side player, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Armored" >> "US_MGSPlatoon")] call BIS_fnc_spawnGroup
- Example 3:
- Spawn a TK Militia Medic and Soldier at aPos facing south:
[getPos aPos, EAST, ["TK_INS_Bonesetter_EP1", "TK_INS_Soldier_2_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup
Additional Information
- See also:
- Arma 2 CfgVehicles
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
Bottom Section
-
kylania 2011-8-15
Use the following for the Type string in the configFile entry: Infantry Air Mechanized Motorized Armored The randomization controls is an array: [2, .5] Would be 2 units spawned with a 50% chance the other units would be spawned. The chance is a number from 0 to 1. Also the last optional argument is azimuth, but doesn't display in the text above. :) There's an example for it though.
Killzone_Kid
Function header:
/*
File: spawnGroup.sqf
Author: Joris-Jan van 't Land, modified by Thomas Ryan
Description:
Function which handles the spawning of a dynamic group of characters.
The composition of the group can be passed to the function.
Alternatively a number can be passed and the function will spawn that
amount of characters with a random type.
Parameter(s):
_this select 0: the group's starting position (Array)
_this select 1: the group's side (Side)
_this select 2: can be three different types:
- list of character types (Array)
- amount of characters (Number)
- CfgGroups entry (Config)
_this select 3: (optional) list of relative positions (Array)
_this select 4: (optional) list of ranks (Array)
_this select 5: (optional) skill range (Array)
_this select 6: (optional) ammunition count range (Array)
_this select 7: (optional) randomization controls (Array)
0: amount of mandatory units (Number)
1: spawn chance for the remaining units (Number)
_this select 8: (optional) azimuth (Number)
Returns:
The group (Group)
*/
- Posted on August 23, 2016 - 02:42 (UTC)
- Snake Plissken
-
Factions are represented by the letters
WEST = BLUFOR
EAST = OPFOR
GUER = INDEPENDENT
CIV = CIVIL.
To spawn one BLUFOR group, the command be
"MARK1" is the name given to the marking placed on the map, where the group will appear.Group_Name_Here = [getMarkerPos "MARK1", WEST, ["B_G_Soldier_A_F", "B_G_Soldier_F", "B_G_Soldier_AR_F", "B_G_Soldier_LAT_F"]] call BIS_fnc_spawnGroup;
Or a random group OPFOR of seven unitsGroup_Name_Here= [getMarkerPos "MARK1", EAST, 7 ] call BIS_fnc_spawnGroup;
But to spawn an independent group, is not using "GUER" but the name "INDEPENDENT"Group_Name_Here = [getMarkerPos "MARK1", INDEPENDENTE, ["I_G_Soldier_A_F", "I_G_Soldier_F", "I_G_Soldier_AR_F", "I_G_Soldier_LAT_F"]] call BIS_fnc_spawnGroup;
I can not say that the correct would be to put the name "GUER" as in other factions, or is this an error for a correction future.