BIS_fnc_garage

From Bohemia Interactive Community
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Hover & click on the images for description

Description

Description:
Splendid™ Virtual Arsenal Garage.
Execution:
call
Groups:
VehiclesBroken Functions

Syntax

Syntax:
[mode, params] call BIS_fnc_garage
Parameters:
mode: String - (Optional, default "Open") case-sensitive. Can be "Open"; other cases are for internal use
params: Anything - (Optional, default []) depending on mode, can be:
  • "Open": [fullGarage, garageCentre]
    • fullGarage: Boolean - (Optional, default false)
    • garageCentre: Object - (Optional, default objNull) the garage centre as vehicle; will be deleted on opening
Return Value:
Nothing

Examples

Example 1:
[] call BIS_fnc_garage;
Example 2:
player 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:
player 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:
BIS_fnc_arsenal 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
Larrow - c
Posted on May 31, 2015 - 07:09 (UTC)
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 ]
.kju - c
Posted on May 01, 2018 - 14:40 (UTC)
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