BIS_fnc_garage

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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