addVehicle: Difference between revisions
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| Adds a specified vehicle for use by a specified AI led group | | Adds a specified vehicle for use by a specified AI led group. | ||
When vehicle is added in this way, it can appear as a target for the enemy even if the vehicle | <br><br> | ||
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 [[CfgVehicles_Config_Reference#cost|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. | |||
* 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. | |||
* To remove vehicle from a group, use [[leaveVehicle]]. | |||
|DESCRIPTION= | |||
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<h3 style="display:none">Notes</h3> | <h3 style="display:none">Notes</h3> | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 08:27, 8 August 2020
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.
- 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.
- To remove vehicle from a group, use leaveVehicle.
- Groups:
- Uncategorised
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
Notes
-
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Only post proven facts here! Add Note