BIS_fnc_garage

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Hover & click on the images for description

Description

Description:
Splendid Virtual Arsenal Garage

Modes:
  • "Open" - Open the Arsenal
    • 0 (Optional): BOOL - true to open full Arsenal, with all categories and items available (default: false)
Execution:
call
Groups:
Vehicles

Syntax

Syntax:
[mode,params] call BIS_fnc_garage
Parameters:
[mode,params]: Array
mode: String
params: Any
Return Value:
Nothing

Examples

Example 1:
["Open",true] call BIS_fnc_garage;
Example 2:
this addAction ["Open Garage",{ //Create a position 30 meters infront of the player _pos = player getPos [30,getDir player]; //Create empty helipad at the position and save it in the global variable BIS_fnc_garage_center BIS_fnc_garage_center = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE" ]; [ "Open", true ] call BIS_fnc_garage; }];
Example 3:
this addAction ["Open Garage",{ //Create a position 30 meters infront of the player _pos = player getPos [30,getDir player]; //Create empty helipad at the position _vehicle = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE" ]; //Pass created vehicle to function for use as position ["Open",[ true, _vehicle ]] call BIS_fnc_garage; }];

Additional Information

See also:
Arsenal

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
Posted on May 31, 2015 - 07:09 (UTC)
Larrow
Available namespace variables missionNamespace BIS_fnc_arsenal_center //copy of BIS_fnc_garage_center BIS_fnc_arsenal_fullGarage //holds param 1 of "open" statement BIS_fnc_arsenal_group //Group spawned vehicle is created in, default players group BIS_fnc_arsenal_type //--- 0 - Arsenal, 1 - Garage BIS_fnc_garage_center //Hold a reference to an OBJECT of where to spawn selected garage vehicle BIS_fnc_garage_centerType ?//default selected vehicle model from config bis_fnc_garage_data //Array of vehicles for garage tabs - see below BIS_fnc_garage_turretPaths ? [] uiNamespace BIS_fnc_arsenal_cam //null if arsenal is not open else holds reference to arsenal display BIS_fnc_arsenal_toggleSpace ? bis_fnc_garage_defaultClass //Default class to display BIS_fnc_garage_stats //min and max values of config ["maxspeed","armor","fuelcapacity","threat"] of cfgVehicles >> crew Available scripted eventHandlers //[ namespace event is stored in, event name, passed variables ] [ missionnamespace, "garageOpened", [ _display, _toggleSpace ] ] [ missionNamespace, "garageClosed", [ displaynull, uinamespace getvariable [ "BIS_fnc_arsenal_toggleSpace", false ] ] ] Structure of BIS_fnc_garage_data BIS_fnc_garage_data = [ //CARS [ //model "\a3\soft_f\offroad_01\offroad_01_unarmed_f", //config paths of classes that use above model [ config.bin/CfgVehicles/C_Offroad_01_F, config.bin/CfgVehicles/B_G_Offroad_01_F ], "\a3\soft_f\mrap_02\mrap_02_gmg_f", [ config.bin/CfgVehicles/O_MRAP_02_gmg_F ] ], [], //ARMOR [], //HELIS [], //PLANES [], //NAVAL [] //STATICS ]
Posted on May 1, 2018 - 14:40 (UTC)
.kju
The above overview isn't fully correct:
  1. BIS_fnc_garage_centerType returns by default the model path of the "default class" gettext (configfile >> "cfgvehicles" >> _classDefault >> "model") yet once a vehicle is selected it returns its class name.
  2. BIS_fnc_garage_center returns by default the player reference, yet otherwise the created vehicle object