createVehicleCrew: Difference between revisions

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<dl class="command_description">
<dl class="command_description">
<dd class="notedate">Posted on July 2, 2017 - 03:26 (UTC)</dd>
<dd class="notedate">Posted on July 2, 2017 - 03:26 (UTC)</dd>
<dt class="note">[[User:AgentRevolution|AgentRevolution]]</dt>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dd class="note">
<dd class="note">
The particular seats to which units are added depend on the <tt>dontCreateAI</tt> property, the <tt>hasDriver</tt> property of the base class, and the <tt>hasGunner</tt> propery of turret classes.
The particular seats to which units are added depend on the <tt>dontCreateAI</tt> property, the <tt>hasDriver</tt> property of the base class, and the <tt>hasGunner</tt> propery of turret classes.<br/>
For instance, the following snippet calculates how many seats will be occupied by the created crew:
<code>private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle;
private _crewCount = {round getNumber (_x >> "dontCreateAI") < 1 &&
                      ((_x == _vehCfg && {round getNumber (_x >> "hasDriver") > 0}) ||
                      (_x != _vehCfg && {round getNumber (_x >> "hasGunner") > 0}))} count ([_vehicle, configNull] call BIS_fnc_getTurrets);
</code>
</dd>
</dd>
</dl>
</dl>
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Revision as of 05:30, 2 July 2017

Hover & click on the images for description

Description

Description:
Creates crew to given empty vehicle. Crew members are default crew defined in config. Crew side will also correspond to vehicle's faction. This command does not addVehicle to the created crew in the same way this normally happens when crewed vehicle created in the editor.
Groups:
Uncategorised

Syntax

Syntax:
createVehicleCrew vehicle
Parameters:
vehicle: Object
Return Value:
Nothing

Examples

Example 1:
// Spawn a flying UAV with crew. myUAV = [getPos player, 0, "B_UAV_02_F", west] call BIS_fnc_spawnVehicle; createVehicleCrew (myUAV select 0);
Example 2:
_veh = createVehicle ["O_MRAP_02_hmg_F", position player, [], 0, "NONE"]; createVehicleCrew _veh; { diag_log [_x, faction _x, side _x, side group _x]; } forEach crew _veh; [O Alpha 1-1:1,"OPF_F",EAST,EAST] [O Alpha 1-1:2,"OPF_F",EAST,EAST]

Additional Information

See also:
deleteVehicleCrewmoveInDrivermoveInGunnermoveInCommandermoveInTurretmoveInCargo

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

Posted on August 20, 2014 - 14:01 (UTC)
SilentSpike
As of ARMA 3 v1.26 the command will work on non-empty vehicles. If any of the crew defined in config are missing they will be added.
Posted on November 8, 2014 - 17:06 (UTC)
Tankbuster
This command creates drivers/copilots, commanders and gunners where appropriate, but it never creates cargo crew. So a gunship Huron will get a pilot and copilot plus 2 door gunners, but nobody in the back.
Posted on December 22, 2015 - 14:19 (UTC)
DrPastah
createVehicleCrew does not work with Transport Unload waypoints for helicopters. You need to spawn the pilots separately and then get them into the helicopter in order to get Transport Unload waypoints to work.
Posted on July 2, 2017 - 03:26 (UTC)
AgentRev
The particular seats to which units are added depend on the dontCreateAI property, the hasDriver property of the base class, and the hasGunner propery of turret classes.
For instance, the following snippet calculates how many seats will be occupied by the created crew: private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle; private _crewCount = {round getNumber (_x >> "dontCreateAI") < 1 && ((_x == _vehCfg && {round getNumber (_x >> "hasDriver") > 0}) || (_x != _vehCfg && {round getNumber (_x >> "hasGunner") > 0}))} count ([_vehicle, configNull] call BIS_fnc_getTurrets);