createVehicleCrew: Difference between revisions

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(it gives units rank)
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<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dd class="note">
<dd class="note">
The particular seats to which units are added depend on the <tt>dontCreateAI</tt> property, the <tt>hasDriver</tt> property of the base class, and the <tt>hasGunner</tt> propery of turret classes.<br/>
The particular seats to which units are added depend on the <tt>dontCreateAI</tt> property, the <tt>hasDriver</tt> property of the base class, and the <tt>hasGunner</tt> propery of turret classes.<br>
For instance, the following snippet calculates how many seats will be occupied by the created crew:
For instance, the following snippet calculates how many seats will be occupied by the created crew:
<code>private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle;
<code>private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle;

Revision as of 14:21, 14 March 2020

Hover & click on the images for description

Description

Description:
Creates vehicle crew corresponding to vehicle's faction. The command creates driver, if the vehicle has driver position (vehicle config: hasDriver) and fills all non-FFV turrets with gunners, if turrets can have gunners (turret config: hasGunner). Any turret that has dontCreateAI option set is omitted. If the vehicle is already occupied, the command will only create missing crew.

Since Arma 3 v1.93.145652 this command will return Group of the created crew which will be vehicle's group. Missing crew will be created in the same group as vehicle. To find out which crew will be created, use BIS_fnc_vehicleCrewTurrets.

This command does not addVehicle to the created crew in the same way this normally happens when crewed vehicle created in the editor. See BIS_fnc_spawnVehicle for a full vehicle and crew creation and group addition.
While a vehicle with a crew placed in editor will have all crew units of the rank "PRIVATE", this command will create the driver as "LIEUTENANT" and all turret units as "SERGEANT"
Groups:
Uncategorised

Syntax

Syntax:
createVehicleCrew vehicle
Parameters:
vehicle: Object - vehicle to populate with crew
Return Value:
Group - the group of the created crew (since Arma 3 v1.93.145652)

Examples

Example 1:
_veh = createVehicle ["B_MRAP_01_F", getMarkerPos "createVeh", [], 0, "NONE"]; createVehicleCrew _veh;
Example 2:
_veh = createVehicle ["O_MRAP_02_hmg_F", position player, [], 0, "NONE"]; createVehicleCrew _veh; { diag_log [_x, faction _x, side _x, side group _x]; } forEach crew _veh; [O Alpha 1-1:1,"OPF_F",EAST,EAST] [O Alpha 1-1:2,"OPF_F",EAST,EAST]

Additional Information

See also:
deleteVehicleCrewmoveInDrivermoveInGunnermoveInCommandermoveInTurretmoveInCargoBIS_fnc_spawnVehicle

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

Notes

Bottom Section

Posted on August 20, 2014 - 14:01 (UTC)
SilentSpike
As of ARMA 3 v1.26 the command will work on non-empty vehicles. If any of the crew defined in config are missing they will be added.
Posted on November 8, 2014 - 17:06 (UTC)
Tankbuster
This command creates drivers/copilots, commanders and gunners where appropriate, but it never creates cargo crew. So a gunship Huron will get a pilot and copilot plus 2 door gunners, but nobody in the back.
Posted on December 22, 2015 - 14:19 (UTC)
DrPastah
createVehicleCrew does not work with Transport Unload waypoints for helicopters. You need to spawn the pilots separately and then get them into the helicopter in order to get Transport Unload waypoints to work.
Posted on July 2, 2017 - 03:26 (UTC)
AgentRev
The particular seats to which units are added depend on the dontCreateAI property, the hasDriver property of the base class, and the hasGunner propery of turret classes.
For instance, the following snippet calculates how many seats will be occupied by the created crew: private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle; private _crewCount = {round getNumber (_x >> "dontCreateAI") < 1 && ((_x == _vehCfg && {round getNumber (_x >> "hasDriver") > 0}) || (_x != _vehCfg && {round getNumber (_x >> "hasGunner") > 0}))} count ([_vehicle, configNull] call BIS_fnc_getTurrets); Also, I've written a function to create a UAV crew for a specific side: https://gist.github.com/AgentRev/cb25d30e464f2239b6cee51fa0110c78