Vehicle in Vehicle Transport – Arma 3

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[[Category:Arma 3: Tutorials]]
{{SideTOC}}
[[Category:Arma 3: Vehicle Configuration]]
[[Arma 3 Vehicle in Vehicle Transport|Vehicle in Vehicle Transport]] functionality was added in Arma 3 Apex expansion.
 
For proper function it needs suitable transport vehicle with cargo space defined in model and in config.
== General ==
Vehicle in Vehicle Transport functionality was added in Arma 3 Apex expansion. For proper function it needs suitable transport vehicle with cargo space defined in model and in config.
Transported vehicles on the other hand needs no special treatment - important is only their size (estimated from bounding box) and weight.  
Transported vehicles on the other hand needs no special treatment - important is only their size (estimated from bounding box) and weight.  
There are multiple config parameters for both transport and transported vehicles which can be used for further tweaking of functionality.   
There are multiple config parameters for both transport and transported vehicles which can be used for further tweaking of functionality.   


== Scripting commands==  
 
== Scripting commands ==
 
==== [[enableVehicleCargo]] ====
==== [[enableVehicleCargo]] ====
Enable/disable option to transport other vehicles (if configured) or be transported.
Enable/disable option to transport other vehicles (if configured) or be transported.
==== [[vehicleCargoEnabled]] ====
==== [[vehicleCargoEnabled]] ====
Check if the vehicle has enabled transporting other vehicles or not.
Check if the vehicle has enabled transporting other vehicles or not.
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==== [[isVehicleCargo]] ====
==== [[isVehicleCargo]] ====
Return transporting vehicle if vehicle is loaded in one.  
Return transporting vehicle if vehicle is loaded in one.  
==== [[canVehicleCargo]] ====
==== [[canVehicleCargo]] ====
Returns bool array if it is possible to load cargo inside vehicle and if possible to load cargo into empty vehicle  
Returns bool array if it is possible to load cargo inside vehicle and if possible to load cargo into empty vehicle  
==== [[getVehicleCargo]] ====
==== [[getVehicleCargo]] ====
Gets a list of vehicles loaded as cargo inside this vehicle. The returned array is in the order the cargo vehicles were added to containing vehicle.
Gets a list of vehicles loaded as cargo inside this vehicle. The returned array is in the order the cargo vehicles were added to containing vehicle.
==== [[setVehicleCargo]] ====
==== [[setVehicleCargo]] ====
Load cargo vehicle inside vehicle if possible, returns bool based on whether the vehicle was able to be loaded
Load cargo vehicle inside vehicle if possible, returns bool based on whether the vehicle was able to be loaded


==Transport/transported vehicles and parameters ==
== Transport/transported vehicles and parameters ==


'''Transported vehicles'''
'''Transported vehicles'''
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class VehicleTransport
class VehicleTransport
{
{
    class Cargo
class Cargo
    {
{
        parachuteClass             = B_Parachute_02_F;       // Type of parachute used when dropped in air. When empty then parachute is not used.
parachuteClass = B_Parachute_02_F; // Type of parachute used when dropped in air. When empty then parachute is not used.
        parachuteHeightLimit       = 40;                               // Minimal height above terrain when parachute is used.
parachuteHeightLimit = 40; // Minimal height above terrain when parachute is used.
        canBeTransported           = 1;                             // 0 (false) / 1 (true)
canBeTransported = 1; // 0 (false) / 1 (true)
        dimensions[]               = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory-point-based override of automatic bounding box
dimensions[] = { "BBox_1_1_pos", "BBox_1_2_pos" }; // Memory-point-based override of automatic bounding box
    };
};
};
};
</syntaxhighlight>
</syntaxhighlight>
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class VehicleTransport
class VehicleTransport
{
{
    class Carrier
class Carrier
    {
{
        cargoBayDimensions[]       = {"VTV_limit_1", "VTV_limit_2"};   // Memory points in model defining cargo space
cargoBayDimensions[] = {"VTV_limit_1", "VTV_limit_2"}; // Memory points in model defining cargo space
        disableHeightLimit         = 1;                             // If set to 1 disable height limit of transported vehicles
disableHeightLimit = 1; // If set to 1 disable height limit of transported vehicles
        maxLoadMass                 = 200000;                           // Maximum cargo weight (in Kg) which the vehicle can transport
maxLoadMass = 200000; // Maximum cargo weight (in Kg) which the vehicle can transport
        cargoAlignment[]           = {"front", "left"};               // Array of 2 elements defining alignment of vehicles in cargo space. Possible values are left, right, center, front, back. Order is important.
cargoAlignment[] = {"front", "left"}; // Array of 2 elements defining alignment of vehicles in cargo space. Possible values are left, right, center, front, back. Order is important.
        cargoSpacing[]             = {0, 0.15, 0};                     // Offset from X,Y,Z axes (in metres)
cargoSpacing[] = {0, 0.15, 0}; // Offset from X,Y,Z axes (in metres)
        exits[]                     = {"VTV_exit_1", "VTV_exit_2"};     // Memory points in model defining loading ramps, could have multiple
exits[] = {"VTV_exit_1", "VTV_exit_2"}; // Memory points in model defining loading ramps, could have multiple
        unloadingInterval           = 2;                               // Time between unloading vehicles (in seconds)
unloadingInterval = 2; // Time between unloading vehicles (in seconds)
        loadingDistance             = 10;                               // Maximal distance for loading in exit point (in meters).
loadingDistance = 10; // Maximal distance for loading in exit point (in meters).
        loadingAngle               = 60;                               // Maximal sector where cargo vehicle must be to for loading (in degrees).
loadingAngle = 60; // Maximal sector where cargo vehicle must be to for loading (in degrees).
        parachuteClassDefault      = B_Parachute_02_F;                 // Type of parachute used when dropped in air. Can be overridden by parachuteClass in Cargo.
parachuteClassDefault      = B_Parachute_02_F; // Type of parachute used when dropped in air. Can be overridden by parachuteClass in Cargo.
        parachuteHeightLimitDefault = 50;                               // Minimal height above terrain when parachute is used. Can be overriden by parachuteHeightLimit in Cargo.
parachuteHeightLimitDefault = 50; // Minimal height above terrain when parachute is used. Can be overriden by parachuteHeightLimit in Cargo.
    };
};
};
};
</syntaxhighlight>  
</syntaxhighlight>  
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''Example of defined cargo space with two exits''
''Example of defined cargo space with two exits''


== Sorting vehicles in cargo space ==  
 
== Sorting vehicles in cargo space ==
 
* vehicles in cargo space can be centred and aligned
* vehicles in cargo space can be centred and aligned
* handled via combined parameter "CargoAlignment" - it's an array of 2 elements
* handled via combined parameter "CargoAlignment" - it's an array of 2 elements
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File:quad.jpg|Example 1: Two vehicles, horizontally centered in cargo space|alt=alt language
File:quad.jpg|Example 1: Two vehicles, horizontally centered in cargo space|alt=alt language
File:ship.jpg|Example 2: Multiple vehicles loaded, automatically sorted and aligned to top left corner of cargo space|alt=alt language
File:ship.jpg|Example 2: Multiple vehicles loaded, automatically sorted and aligned to top left corner of cargo space|alt=alt language
{...}
</gallery>
</gallery>
[[Category:Arma 3: Tutorials]]
[[Category:Arma 3: Vehicle Configuration]]

Revision as of 21:39, 19 March 2020

Template:SideTOC Vehicle in Vehicle Transport functionality was added in Arma 3 Apex expansion. For proper function it needs suitable transport vehicle with cargo space defined in model and in config. Transported vehicles on the other hand needs no special treatment - important is only their size (estimated from bounding box) and weight. There are multiple config parameters for both transport and transported vehicles which can be used for further tweaking of functionality.


Scripting commands

enableVehicleCargo

Enable/disable option to transport other vehicles (if configured) or be transported.

vehicleCargoEnabled

Check if the vehicle has enabled transporting other vehicles or not.

isVehicleCargo

Return transporting vehicle if vehicle is loaded in one.

canVehicleCargo

Returns bool array if it is possible to load cargo inside vehicle and if possible to load cargo into empty vehicle

getVehicleCargo

Gets a list of vehicles loaded as cargo inside this vehicle. The returned array is in the order the cargo vehicles were added to containing vehicle.

setVehicleCargo

Load cargo vehicle inside vehicle if possible, returns bool based on whether the vehicle was able to be loaded

Transport/transported vehicles and parameters

Transported vehicles

  • only dimensions and weight of vehicle/object are important parameters
  • if size is not defined in config, bounding box is used
  • mass of loaded vehicle(s) is added to transport vehicle
  • specific vehicles can be blacklisted and therefore can't be loaded, done with config parameter
  • there are also optional parameters for parachute
  • all these parameters are overriding transport vehicle config - if they are not present, default values are used (vehicle can be transported and parachute defined in transport vehicle is used)

Example of transported vehicle config:

class VehicleTransport
{
	class Cargo
	{
		parachuteClass			= B_Parachute_02_F;	// Type of parachute used when dropped in air. When empty then parachute is not used.
		parachuteHeightLimit	= 40;				// Minimal height above terrain when parachute is used.
		canBeTransported		= 1;				// 0 (false) / 1 (true)
		dimensions[]			= { "BBox_1_1_pos", "BBox_1_2_pos" }; // Memory-point-based override of automatic bounding box
	};
};

Transport vehicles

  • functionallity is not restricted to vehicle type
  • name of memory points placed on model must be same as the ones used in config
  • cargo space can have multiple exit points
  • loading area can be defined
  • parachute models must be defined for dropping cargo in air


Example of transport vehicle config:

class VehicleTransport
{
	class Carrier
	{
		cargoBayDimensions[]		= {"VTV_limit_1", "VTV_limit_2"};	// Memory points in model defining cargo space
		disableHeightLimit			= 1;								// If set to 1 disable height limit of transported vehicles
		maxLoadMass					= 200000;							// Maximum cargo weight (in Kg) which the vehicle can transport
		cargoAlignment[]			= {"front", "left"};				// Array of 2 elements defining alignment of vehicles in cargo space. Possible values are left, right, center, front, back. Order is important.
		cargoSpacing[]				= {0, 0.15, 0};						// Offset from X,Y,Z axes (in metres)
		exits[]						= {"VTV_exit_1", "VTV_exit_2"};		// Memory points in model defining loading ramps, could have multiple
		unloadingInterval			= 2;								// Time between unloading vehicles (in seconds)
		loadingDistance				= 10;								// Maximal distance for loading in exit point (in meters).
		loadingAngle				= 60;								// Maximal sector where cargo vehicle must be to for loading (in degrees).
		parachuteClassDefault       = B_Parachute_02_F;					// Type of parachute used when dropped in air. Can be overridden by parachuteClass in Cargo.
		parachuteHeightLimitDefault = 50;								// Minimal height above terrain when parachute is used. Can be overriden by parachuteHeightLimit in Cargo.
	};
};

cargoLimits.jpg

Example of defined cargo space with two exits


Sorting vehicles in cargo space

  • vehicles in cargo space can be centred and aligned
  • handled via combined parameter "CargoAlignment" - it's an array of 2 elements
  • Values can be front, back, center, left, right. Order of them is important.

Examples:

  • if first one is "front" then front part of transport will be filled first. If then second word is left, it will be filled from left side, but still front first.
  • VTOL example would be "center" and "front" so vehicles would be inserted in center line from front to back.
  • Ferry example would be "left" and "front" so vehicles should loaded form top left corner to back