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This function changes the textures, animation sources and/or mass of a given vehicle.
Unless explicitly mentioned , the function will restore the initial state of every animation sources of the given object (see Example 3).


[vehicle, variant, animations, mass] call BIS_fnc_initVehicle
vehicle: Object - vehicle to customize
variant: (Optional, default false)
animations: (Optional, default false)
  • Boolean - true to restore init phase of every animation sources
  • Array - animation sources with their probability in format ["animationSource1", 0.5, "animationSource2", 0.5]
    If the first element is wrong, it will skip the rest of the animation sources!
  • String - variant class name - from configFile >> "CfgVehicles" or missionConfigFile >> "CfgVehicleTemplates" (see CfgVehicleTemplates)
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


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:
// randomise camo net options with 50% probability [vehicle player, false, ["showcamonethull", 0.5, "showcamonetturret", 0.5, "showcamonetcannon", 0.5, "showslathull", 0.5]] call BIS_fnc_initVehicle;
Example 6:
// force show all camo net options. Use animationNames to get all available animation sources. Vehicles that don't support certain animations are simply ignored. [vehicle player, false, ["showcamonethull", 1, "showcamonetturret", 1, "showcamonetcannon", 1, "showslathull", 1]] call BIS_fnc_initVehicle;

Additional Information

See also:
BIS_fnc_saveVehicle BIS_fnc_loadVehicle Arma 3: Vehicle Customisation


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