Vehicle Customisation – Arma 3
The VhC is the system responsible for the customization of vehicles, either, defined or randomized. It consists of a set of config properties and classes and a set of functions. It has been introduced with the release 1.41 in order to replace the old system which consisted in a set of scripts. Note: The VhC is intended to replace the entire previous system, meaning you must update your missions.
Usage
Here the header of the main function, BIS_fnc_initVehicle which should be enough to understand how to use it:
/* Parameter(s): 0: vehicle to customize 1: Variant (textures) BOOL - true to restore default texture source ; false to skip texture source change VOID - Nil to skip the texture source change ARRAY - Array of texture sources with their given probability: ["textureSource1", 0.5, "textureSource2", 0.5] STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate) SCALAR - index of the texture source (same as the old system) 2: Animations BOOL - true to restore init phase of every animation sources VOID - Nil to skip change of the animation sources ARRAY - Array of animation sources and probability: ["AnimationSource1", 0.5, "animationSource2", 0.5] STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate) Returns: BOOL - True if success, otherwise, false Examples: 1) Do nothing because default VAR texture and VAR animation are "false" result = [this] call bis_fnc_initVehicle; 2) Restore default texture and animation sources (reset) result = [this, true, true] call bis_fnc_initVehicle; 3) Randomize everything according to the config file result = [this, "", []] call bis_fnc_initVehicle; //<-- Prefered result = [this, "", ""] call bis_fnc_initVehicle; 4) Skip everything result = [this, nil, nil] call bis_fnc_initVehicle; //<-- Prefered result = [this, false, false] call bis_fnc_initVehicle; 5) Apply the given texture and ignore the animations Priority is given to [missionConfigFile, "CfgVehicleTemplates"] result = [this, "TemplateName", nil] call bis_fnc_initVehicle; 6) random weighted on the given texture sources and their probability, then randomize the animation sources according to the config file result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call bis_fnc_initVehicle; 6) MyAnimationSource1 phase has a 50% chance to be set to 1 and MyAnimationSource2 has a 70% chance to be set to 1 result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call bis_fnc_initVehicle; 7) MyAnimationSource1 phase will be 1 whereas MyAnimationSource2 will be set to 0 result = [this, nil, ["MyAnimationSource1", 1, "MyAnimationSource2", 0]] call bis_fnc_initVehicle; 8) Change animation sources with a given template result = [this, nil, "MyTemplate"] call bis_fnc_initVehicle; */
Implementation
Missions
The system offers a simple way to define your own deliveries and to prevent randomization of a given vehicle, its class or even its kind. Here an example of mission configuration file.
Prevent randomization
/// No action will be taken regarding the following vehicles (either, names, classes or kind) disableRandomization[] = { //"AllVehicles", // No randomization at all //"Air", // No randomization at all for air vehicles //"land", // No randomization at all for land vehicles //"Ship", // No randomization at all for sea vehicles "air_f", // There won't be any randomization on every air vehicles "C_Hatchback_01_F", // No random on Hatchbacks "truck_withoutRandom" // No random for this given vehicle };
Add your own deliveries
To do so, a new mission config file has been introduced - CfgVehicleTemplates. It regroups every variants used from the main function (bis_fnc_initVehicle)
class CfgVehicleTemplates {
This variant has a textureList property, a list of texture sources directly defined from an addon, at the config level. If there is more than 1 entry in the texture list, a weighted random will be performed between them. Having one entry means this entry will be picked up on every call of the function.
class BIS_Offroad_01_default { displayName = "Default"; /// <optional> Could be handy if you plan to add some UI, not used by the VhC author = "Bohemia Interactive"; /// <optional> Could be handy if you plan to add some UI, not used by the VhC /// List of texture sources defined in ConfigFile >> "CfgVehicles" >> "VehicleClass" >> "TextureSources" /// Only on source will be chosen within the following by a weighted random textureList[] = { "guerilla_01", 1, "guerilla_02", 1, "guerilla_03", 1, "guerilla_04", 1 }; /// Animation sources animationList[] = { "HideBumper1",1, /// Class of an animation source, probabily (wherein 1 means 100% to set the phase to 1) "HideBumper2", 1, "HideConstruction", 1, "HideDoor1", 0, /// The phase of the animation source will always be set to 1 "HideDoor2", 0, "HideGlass2", 0, "HideBackpacks", 1, "HideDoor3", 0.33 /// There is a 33% chance that this animation source phease is set to 1 }; };
The following has textures[] instead of textureList[], meaning the function will define these texture files and won't search for texture sources.
class BIS_Offroad_01_stripped { displayName = "Stripped"; author = "Bohemia Interactive"; textures[] = { "\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa", "\A3\Soft_F\Offroad_01\Data\Offroad_02_ext_CO.paa" }; animationList[] = { "HideBumper1",1, "HideBumper2", 1, "HideConstruction", 1, "HideDoor1", 1, "HideDoor2", 1, "HideGlass2", 1, "HideBackpacks", 1, "HideDoor3", 0.33 }; };
The following class interstates from "BIS_Offroad_01_default" which has a textureList, meaning this class contains textureList and textures, in this case, the textures property will be used and textureList will be ignored.
class hotpink: BIS_Offroad_01_default { displayName="hotpink (ugly test)"; author="Tom_48_97"; textures[] = {"#(rgb,8,8,3)color(1,0.411,0.705,1)"}; };
...CfgVehicleTemplates closure bracket
};
Addon
In the best case of use, the bellow classes and information should be defined in the base config class of the vehicle, but obviously, this is not always possible.
Base class
class Dummy_vehicle_base_F: Helicopter_Base_H { scope = 0; // A base class should has scope = 0 (private) model = "\A3\Dummy\Dummy_vehicle\dummy.p3d"; /*--------------------------------------------------------------------------- Animation sources ---------------------------------------------------------------------------*/ class animationSources: animationSources { class animationSource1 { // name of the animation / element (displayed in the Virtual Garage) displayName = "Add source..."; // Author of the textures (displayed in the Virtual Garage) author = $STR_A3_Bohemia_Interactive; source = "user"; animPeriod = 0.000001; initPhase = 0; // if the animation phase is 0, then the given cargo indexes (lockCargo) will be locked // if undefined, default value of lockCargoAnimationPhase is 0 lockCargoAnimationPhase = 0; lockCargo[] = {0,1,5}; // if forceAnimatePhase is equal to the phase of this animation sources, every sources from forceAnimate will be changed with their given phase forceAnimatePhase = 0; // animationSource1, phase, animationSource2, phase... No probabilities here, only true or false forceAnimate[] = {"animationSource1", 0, "animationSource2", 1}; // Mass of the source, can be negative or positive // If the phase is 1, the given mass will be added, otherwise, it will be subtracted mass = 20; }; class animationSource2: animationSource1 {}; class animationSource3: animationSource1 {}; class animationSource4: animationSource1 {}; }; /*--------------------------------------------------------------------------- Texture sources ---------------------------------------------------------------------------*/ class textureSources { // This texture source will be available for every defined factions class white { // Display name of the texture displayName = "White"; // Author of the texture author = $STR_A3_Bohemia_Interactive; // Paths to the texture files, in the same order as the hidden selections textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"}; // This source should be available for the following factions factions[] = { "BLU_F", "BLU_G_F", // Side Blufor "OPF_F", "OPF_G_F", // Side Opfor "IND_F", "IND_G_F", // Side independent "CIV_F" // side civilian }; }; // This texture source will be available for every factions (currents and futures) class black { displayName = "Black"; author = $STR_A3_Bohemia_Interactive; textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"}; factions[] = {}; }; // This texture source will be available only for the FIA (whatever its side) class yellow { displayName = "Yellow"; author = $STR_A3_Bohemia_Interactive; textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"}; factions[] = { "BLU_G_F", "OPF_G_F", "IND_G_F" }; }; // This texture source will be available only for the BLU_F faction class red { displayName = "Red"; author = $STR_A3_Bohemia_Interactive; textures[] = {"\A3\Dummy\Dummy_vehicle\dummy_vehicle_ext_1_co.paa"}; factions[] = { "BLU_F" }; }; }; };
Variants / derivatives
class B_dummy_vehicle_F: Dummy_vehicle_1_base_F { displayName = "I'm nothing"; author = $STR_A3_Bohemia_Interactive; CFGVEHICLES_VARIANT_PUBLIC_SCOPE CFGVEHICLES_VARIANT_PUBLIC_SCOPECURATOR side = 1; faction = BLU_F; textureList[] = { "White", 1, "Black", 0.5, "Red", 0.5, "Yellow", 0.5 }; /* Random animations, also used to determine the allowed animation sources 1 means 100% - This state of the given source WILL BE set to 1, 0 means the opposite [_animationSource1, probability1, _animationSource2, probability2, ...] */ animationList[] = { "animationSource1", 0.5, "animationSource2", 0.5, "animationSource3", 0.5, "animationSource4", 0.5 }; }; /*--------------------------------------------------------------------------- Dummy vehicle used by the initVehicle function, for pre defined variants ---------------------------------------------------------------------------*/ class B_dummy_vehicle_red_F: B_dummy_vehicle_F { CFGVEHICLES_VARIANT_DISPLAYNAME("B_dummy_vehicle_F", "Red") CFGVEHICLES_VARIANT_DUMMY textureList[] = {"Red", 1}; animationList[] = { "animationSource2", 1, "animationSource3", 1, "animationSource4", 0.3 }; };