BIS fnc spawnVehicle: Difference between revisions

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{{Function|=
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| [[Functions Library]], [[ArmA_2:_CfgVehicles | Arma 2 CfgVehicles]] |= SEEALSO  
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<h3 style='display:none'>Bottom Section</h3>
<h3 style='display:none'>Bottom Section</h3>
Lucky44: Just so no one forgets: you need to put a Functions Module on the map for this function to work.
nte: If there is no enemy on the map, it will spawn as empty.


[[Category:ArmA 2: Functions|SPAWNVEHICLE}}]]
[[Category:ArmA 2: Functions|SPAWNVEHICLE}}]]
 
[[Category:Take_On_Helicopters:_Functions|spawnVehicle]]
Lucky44: Just so no one forgets: you need to put a Functions Module on the map for this function to work.
nte: If there is no enemy on the map, it will spawn as empty.

Revision as of 07:49, 21 October 2011

Hover & click on the images for description

Description

Description:
Function to spawn a certain vehicle type with all crew (including turrets). The vehicle can either become part of an existing group or create a new group.
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[position,direction,type,side or group] call BIS_fnc_spawnVehicle
Parameters:
position - desired position (Array)
direction - desired azimuth/direction (Number)
type - type of the vehicle (String)
side or group - side or existing group (Side or Group)
Return Value:
Array - 0: created vehicle (Object), 1: all crew (Array of Objects), 2: vehicle's group (Group)

Examples

Example 1:
[getPos mySpawnPos, 180, "BMP3", EAST] call bis_fnc_spawnvehicle

Additional Information

See also:
Arma 2 CfgVehicles

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


Bottom Section

Lucky44: Just so no one forgets: you need to put a Functions Module on the map for this function to work. nte: If there is no enemy on the map, it will spawn as empty.