addVehicle: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "\[\[Category:[ _]?Scripting[ _]Commands[ _]Arma[ _]2(\|.*)]]" to "{{GameCategory|arma2|Scripting Commands}}")
m (Text replacement - "\[\[Category:[ _]?Scripting[ _]Commands[ _]Take[ _]On[ _]Helicopters(\|.*)?]]" to "{{GameCategory|tkoh|Scripting Commands}}")
Line 59: Line 59:
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
{{GameCategory|tkoh|Scripting Commands}}

Revision as of 12:37, 8 January 2021

Hover & click on the images for description

Description

Description:
Adds a specified vehicle for use by a specified AI led group.

Notes:
  • The vehicle will be considered as available for use by this group.
  • It creates a/adds to the vehicle pool for the given group to use. So more than one vehicle can be added to a group, and more than one group can be added to a vehicle.
  • This is relevant for some waypoints like getIn and guard - potentially more.
  • The AI choosing what vehicle to use based on the vehicle's cost value. Probably also distance to the available vehicles plays a role.
  • When deciding whether to board a vehicle, AI leaders seem to only consider the transport benefit of a vehicle, ignoring any combat benefits the vehicle may provide.
  • This happens also implicitly when using assignAsXXX or moveInXXX commands, or player GL orders units to enter a vehicle, as well editor or Zeus placed vehicles with units assigned to it.
  • One can make an AI GL order his group to board the specified vehicle with orderGetIn true. Setting to false will cancel the order, but the AI will first enter to get out again immediately thereafter. To immediately (potentially temporarily) halt the AI moving to the vehicle one can use allowGetIn false.
  • When vehicle is added in this way, it can appear as a target for the enemy - even if the vehicle currently has no crew.
  • If used on a vehicle already driven by a member of another group, the driver will continue under his own group's orders, which may not benefit the addVehicle group.
  • Seems to have no affect on AI under player command - at least as long as the player remains the GL.
  • To remove vehicle from a group, use leaveVehicle.
Groups:
Object Manipulation

Syntax

Syntax:
groupName addVehicle vehicleName
Parameters:
groupName: Group
vehicleName: Object
Return Value:
Nothing

Examples

Example 1:
_grp addVehicle _vehicle
Example 2:
Using on crewed vehicle:group tank addVehicle tank;

Additional Information

See also:
leaveVehicleunassignVehiclecreateVehicleCrew

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

Notes

Bottom Section