BIS fnc spawnGroup: Difference between revisions

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<br>But to spawn an independent group, is not using "GUER" but the name "INDEPENDENT"
<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>
<code>Group_Name_Here = [getMarkerPos "MARK1", INDEPENDENT, ["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.
<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.
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Revision as of 09:31, 23 August 2016

Hover & click on the images for description

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


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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 units Group_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", INDEPENDENT, ["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.