BIS fnc prepareAO: Difference between revisions
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{{ | {{RV|type=function | ||
| arma3 | | |game1= arma3 | ||
|version1= 1.00 | |||
| | |gr1= Object Manipulation | ||
| Spawns random patrols and/or vehicles in trigger areas with proper names. Side selected in the triggers "Activation" listbox will determine the side of the spawned asset(s).<br | |descr= Spawns random patrols and/or vehicles in trigger areas with proper names. Side selected in the triggers "Activation" listbox will determine the side of the spawned asset(s).<br> | ||
Trigger '''names''' (a.k.a "Trigger text", '''not''' "Variable Name") defines the kind of spawn. Supported trigger names are: | Trigger '''names''' (a.k.a "Trigger text", '''not''' "Variable Name") defines the kind of spawn. Supported trigger names are: | ||
* '''GEN_infantry''': spawns random infantry patrol with sentry waypoints ('''NOTE:''' only circular triggers are supported, min. axis should be 500m) | * '''GEN_infantry''': spawns random infantry patrol with sentry waypoints ('''NOTE:''' only circular triggers are supported, min. axis should be 500m) | ||
* '''GEN_patrolVeh''': spawns a random vehicle. If a civilian unit is synchronized with the trigger, its waypoint will be used by the spawned vehicle<br | * '''GEN_patrolVeh''': spawns a random vehicle. If a civilian unit is synchronized with the trigger, its waypoint will be used by the spawned vehicle<br><!-- | ||
-->You can specify the vehicle type by typing one of the following into the trigger's "On Act." field: | -->You can specify the vehicle type by typing one of the following into the trigger's "On Act." field: | ||
** car | ** car | ||
Line 17: | Line 16: | ||
** tank | ** tank | ||
* '''GEN_ammo''': spawns a random number of ammoboxes. You can get and idea of the shape this composition will have by making this trigger rectangular with dimensions 5m x 1m. You can also specify the amount of crates spawned by using min. and max. Timeout values (supported range is 1 to 6 crates). | * '''GEN_ammo''': spawns a random number of ammoboxes. You can get and idea of the shape this composition will have by making this trigger rectangular with dimensions 5m x 1m. You can also specify the amount of crates spawned by using min. and max. Timeout values (supported range is 1 to 6 crates). | ||
* '''GEN_civilCar''': spawns a random empty civil car | * '''GEN_civilCar''': spawns a random empty civil car | ||
| density call [[BIS_fnc_prepareAO]] | |s1= density call [[BIS_fnc_prepareAO]] | ||
|p1= density: [[Number]] - (Optional, default 1) enemy presence density index used for random footpatrols | |p1= density: [[Number]] - (Optional, default 1) enemy presence density index used for random footpatrols | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>0.75 call BIS_fnc_prepareAO;</sqf> | ||
|x2= < | |x2= <sqf>call BIS_fnc_prepareAO;</sqf> | ||
| [[BIS_fnc_spawnGroup]] | |seealso= [[BIS_fnc_spawnGroup]] [[createUnit]] | ||
}} | }} | ||
Latest revision as of 13:24, 1 July 2022
Description
- Description:
- Spawns random patrols and/or vehicles in trigger areas with proper names. Side selected in the triggers "Activation" listbox will determine the side of the spawned asset(s).
Trigger names (a.k.a "Trigger text", not "Variable Name") defines the kind of spawn. Supported trigger names are:- GEN_infantry: spawns random infantry patrol with sentry waypoints (NOTE: only circular triggers are supported, min. axis should be 500m)
- GEN_patrolVeh: spawns a random vehicle. If a civilian unit is synchronized with the trigger, its waypoint will be used by the spawned vehicle
You can specify the vehicle type by typing one of the following into the trigger's "On Act." field:- car
- apc
- tank
- GEN_ammo: spawns a random number of ammoboxes. You can get and idea of the shape this composition will have by making this trigger rectangular with dimensions 5m x 1m. You can also specify the amount of crates spawned by using min. and max. Timeout values (supported range is 1 to 6 crates).
- GEN_civilCar: spawns a random empty civil car
- Execution:
- call
- Groups:
- Object Manipulation
Syntax
- Syntax:
- density call BIS_fnc_prepareAO
- Parameters:
- density: Number - (Optional, default 1) enemy presence density index used for random footpatrols
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- call BIS_fnc_prepareAO;
Additional Information
- See also:
- BIS_fnc_spawnGroup createUnit
Notes
-
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