BIS_fnc_initVehicle
Jump to navigation
Jump to search
Description
- Description:
- This function changes the textures, animation sources and/or mass of a given vehicle.
Unless explicitly mentioned , the function will restore the initial state of every animation sources of the given object (see Example 3). - Execution:
- call
- Groups:
- Vehicles
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 - texture sources with their probability in format ["textureSource1", 0.5, "textureSource2", 0.5]
- String - variant class name - from configFile >> "CfgVehicles" or missionConfigFile >> "CfgVehicleTemplates" (see 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 - animation sources with their probability in format ["animationSource1", 0.5, "animationSource2", 0.5]
- String - variant class name - from configFile >> "CfgVehicles" or missionConfigFile >> "CfgVehicleTemplates" (see CfgVehicleTemplates)
- mass: (Optional, default false)
- Return Value:
- Boolean - function success or not
Examples
- Example 1:
- Example 2:
- Example 3:
- Example 4:
- Example 6:
- // force show all camo net options. Use animationNames to get all available animation sources. Vehicles that don't support certain animations are simply ignored. [vehicle player, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;
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