From Bohemia Interactive Community
Notes
- Posted on Jul 19, 2014 - 20:08
- ffur2007slx2_5
-
(ArmA3 1.24) It is recommended to use configClasses instead of BIS_fnc_getCfgSubClasses and BIS_fnc_uniqueClasses on subclasses collection or conditional selection.
_faces = "true" configClasses (configFile >> "Cfgfaces");
//same as: _faces = (configfile >> "CfgFaces") call BIS_fnc_getCfgSubClasses;
//Extract all animals:
animals = "((configName _x) isKindOf 'animal')" configClasses (configFile >> "CfgVehicles");
/*same as:
aniamls = [];
[(configFile >> "CfgVehicles"),{
if ((configName _this) isKindOf “animal”) then {
animals set [ count animals, _this]
}
}
] call BIS_fnc_uniqueClasses;*/
Return nested subclasses, currently still BIS_fnc_returnChildren
//Return all nested config classes.
[(configFile >> "CfgFaces"),1, true, true ] call BIS_fnc_returnChildren;
- Posted on oct 19, 2014 - 12:24
- Iceman77
-
- A fantastic way to filter shit. eg; Create an array of west vehicles and spawn then in front of the player in rows of 5
private ["_cfgArray","_xPos","_yPos","_veh"];
_cfgArray = "(
(getNumber (_x >> 'scope') >= 2) &&
{getNumber (_x >> 'side') == 1 &&
{getText (_x >> 'vehicleClass') in ['Armored', 'Car', 'Air']
}
}
)" configClasses (configFile >> "CfgVehicles");
_xPos = 0;
_yPos = 0;
{
_yPos = _yPos + 20;
_veh = createVehicle [ ( configName _x ), player modelToWorld [_xPos, _yPos, 0], [], 0, "None"];
if (_yPos >= 100) then {
_yPos = 0;
_xPos = _xPos + 20;
};
} forEach _cfgArray;
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