BIS fnc initVehicle: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "<h3 style="display:none">Bottom Section</h3>" to "")
m (Text replacement - " {3,}\|" to " |")
Line 60: Line 60:
result = [this, true, true, true] call bis_fnc_initVehicle;
result = [this, true, true, true] call bis_fnc_initVehicle;
-->
-->


| [vehicle, variant, animations, mass] call [[BIS_fnc_initVehicle]]
| [vehicle, variant, animations, mass] call [[BIS_fnc_initVehicle]]
Line 76: Line 75:
* [[Array]] - Array of animation sources with their probability, to format {{Inline code|["animationSource1", 0.5, "animationSource2", 0.5]}}<br>'''NOTE:''' if the first element is wrong, it will skip the rest of the animation sources
* [[Array]] - Array of animation sources with their probability, to format {{Inline code|["animationSource1", 0.5, "animationSource2", 0.5]}}<br>'''NOTE:''' if the first element is wrong, it will skip the rest of the animation sources
* [[String]] - variant class name - from the <tt>[[configFile]] >> [[CfgVehicles]]</tt> or from the <tt>[[missionConfigFile]] >> [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]]</tt>
* [[String]] - variant class name - from the <tt>[[configFile]] >> [[CfgVehicles]]</tt> or from the <tt>[[missionConfigFile]] >> [[Description.ext#CfgVehicleTemplates|CfgVehicleTemplates]]</tt>


|p4= mass: (Optional, default [[false]])
|p4= mass: (Optional, default [[false]])
* [[Boolean]] - [[true]] to set the default mass, [[false]] to disable the mass change
* [[Boolean]] - [[true]] to set the default mass, [[false]] to disable the mass change
* [[Number]] - mass to remove/add to the vehicle
* [[Number]] - mass to remove/add to the vehicle


| [[Boolean]] - function success or not
| [[Boolean]] - function success or not

Revision as of 23:42, 18 January 2021

Hover & click on the images for description

Description

Description:
This function changes the textures, animation sources and/or mass of a given vehicle.
The use of BIS_fnc_initVehicle_customization variable in a vehicle's init field is possible (see Example 4)
Unless explicitly mentioned (see Example 3), the function will restore the initial state of every animation sources of the given object.

Additional information:

Execution:
call
Groups:
Vehicles

Syntax

Syntax:
[vehicle, variant, animations, mass] call BIS_fnc_initVehicle
Parameters:
vehicle: Object - vehicle to customize
variant: (Optional, default false)
animations: (Optional, default false)
mass: (Optional, default false)
  • Boolean - true to set the default mass, false to disable the mass change
  • Number - mass to remove/add to the vehicle
Return Value:
Boolean - function success or not

Examples

Example 1:
result = [this, "", []] call BIS_fnc_initVehicle;
Example 2:
result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call BIS_fnc_initVehicle;
Example 3:
result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call BIS_fnc_initVehicle;
Example 4:
this setVariable ["BIS_fnc_initVehicle_customization", false, false]; // set in an init field

Additional Information

See also:
Vehicle Customization (VhC)CfgVehicleTemplatesdisableRandomization

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 December 1, 2018 - 00:25 (UTC)
HazJ
Randomise camo net options with 50% probability: result = [vehicle player, FALSE, ["showcamonethull", 0.5, "showcamonetturret", 0.5, "showcamonetcannon", 0.5, "showslathull", 0.5]] call BIS_fnc_initVehicle; Force show all camo net options: result = [vehicle player, FALSE, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle; Use animationNames to get all available animation sources. Vehicles that don't support certain animations are simply ignored.