BIS fnc animalSiteSpawn: Difference between revisions
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<dd class="notedate">Posted on December 7, 2014 - 08:37 (UTC)</dd> | <dd class="notedate">Posted on December 7, 2014 - 08:37 (UTC)</dd> |
Revision as of 13:23, 12 June 2021
Description
- Description:
- Description needed
- Execution:
- call
- Groups:
- Ambient
Syntax
- Syntax:
- Syntax needed
- Parameters:
- [animalSite, classnamesToSpawn, radius]: Array
- animalSite: Object - The object to create the site around.
- classnamesToSpawn: Array - Animals that can be spawned.
- radius: Number - The radius by which animals are created or deleted.
- Return Value:
- Return value needed
Examples
- Example 1:
[ player, ["rabbit_f","turtle_f","hen_random_f"], 200] call BIS_fnc_animalSiteSpawn;
Additional Information
- See also:
- Arma 3 CfgVehicles Animals
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
- Posted on December 7, 2014 - 08:37 (UTC)
- DreadedEntity
-
The only way to stop the animals from spawning is to delete the object. When using this function, I recommend creating a non-solid object (almost anything from the "Objects (Helpers)" list in the editor, and using hideObjectGlobal on it. Using setVariable you can add the animal site to a reference object to find it easily when you want to delete it.
_obj = createVehicle ["Sign_Sphere10cm_F", getPos player, [], 0, "CAN_COLLIDE"]; hideObjectGlobal _obj; player setVariable ["animalSite", _obj]; _obj = nil;
There are two hidden variables, "animalCount" and "radius". Use setVariable on the object to change these.
animalCount is supposed to limit the amount of animals that can spawn. In the code, the algorithm for this is hard to understand.
radius refers to how far away from the object the animals can spawn.
Both are numbers.
The "area" is imaginary. It is not a tangible area defined by trigger or marker radius, the area is only saved as an integer within the function. - Posted on December 7, 2014 - 09:26 (UTC)
- Strangepete
-
Using the Script_(Handle) returned, the function can be checked using scriptDone or killed with terminate; Existing generated animals will not be cleaned up when terminated.
_handle = [params] call BIS_fnc_animalSiteSpawn; if(!(scriptDone _handle)) then { terminate _handle; };