From Bohemia Interactive Community
Hover & click on the images for description
Description
- Description:
- Splendid™ Virtual Arsenal Garage.
- Execution:
- call
- Groups:
- VehiclesBroken Functions
Syntax
- Syntax:
- [mode, params] call BIS_fnc_garage
- Parameters:
- mode: String - (Optional, default "Open") case-sensitive. Can be "Open"; other cases are for internal use
- params: Anything - (Optional, default []) depending on mode, can be:
- "Open": [fullGarage, garageCentre]
- fullGarage: Boolean - (Optional, default false)
- garageCentre: Object - (Optional, default objNull) the garage centre as vehicle; will be deleted on opening
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
player addAction ["Open Garage", {
// create a position 30 meters infront of the player
_pos = player getPos [30,getDir player];
// create empty helipad at the position and save it in the global variable BIS_fnc_garage_center
BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"];
["Open", true] call BIS_fnc_garage;
}];
- Example 3:
player addAction ["Open Garage", {
// create a position 30 meters infront of the player
_pos = player getPos [30, getDir player];
// create empty helipad at the position
_vehicle = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE"];
// pass created vehicle to function for use as position
["Open", [true, _vehicle]] call BIS_fnc_garage;
}];
Additional Information
- See also:
- BIS_fnc_arsenal Arsenal
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
- Larrow - c
- Posted on May 31, 2015 - 07:09 (UTC)
-
Available namespace variables
missionNamespace
BIS_fnc_arsenal_center // copy of BIS_fnc_garage_center
BIS_fnc_arsenal_fullGarage // holds param 1 of "open" statement
BIS_fnc_arsenal_group // Group spawned vehicle is created in, default players group
BIS_fnc_arsenal_type // --- 0 - Arsenal, 1 - Garage
BIS_fnc_garage_center // Hold a reference to an OBJECT of where to spawn selected garage vehicle
BIS_fnc_garage_centerType ? // default selected vehicle model from config
BIS_fnc_garage_data // Array of vehicles for garage tabs - see below
BIS_fnc_garage_turretPaths ? // []
uiNamespace
BIS_fnc_arsenal_cam // null if arsenal is not open else holds reference to arsenal display
BIS_fnc_arsenal_toggleSpace ?
BIS_fnc_garage_defaultClass // Default class to display
BIS_fnc_garage_stats // min and max values of config ["maxspeed","armor","fuelcapacity","threat"] of cfgVehicles >> crew
Available scripted eventHandlers
// [namespace event is stored in, event name, passed variables]
[missionNamespace, "garageOpened", [_display, _toggleSpace]]
[missionNamespace, "garageClosed", [displayNull, uiNamespace getVariable ["BIS_fnc_arsenal_toggleSpace", false]]]
Structure of BIS_fnc_garage_data
BIS_fnc_garage_data = [
// CARS
[
//model
"\a3\soft_f\offroad_01\offroad_01_unarmed_f",
// config paths of classes that use above model
[
config.bin/CfgVehicles/C_Offroad_01_F,
config.bin/CfgVehicles/B_G_Offroad_01_F
],
"\a3\soft_f\mrap_02\mrap_02_gmg_f",
[
config.bin/CfgVehicles/O_MRAP_02_gmg_F
]
],
[], // ARMOR
[], // HELIS
[], // PLANES
[], // NAVAL
[] // STATICS
]
- .kju - c
- Posted on May 01, 2018 - 14:40 (UTC)
-
The above overview isn't fully correct:
- BIS_fnc_garage_centerType returns by default the model path of the "default class" yet once a vehicle is selected it returns its class name.
- BIS_fnc_garage_center returns by default the player reference, yet otherwise the created vehicle object