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Introduced with Arma 3 version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Arma 3
Version:
1.00

Description

Description:
Create an area that spawns animals. The animals will be created or deleted if a player is inside or outside the area's radius. Can only be used by the server or in singleplayer.

Syntax

Syntax:
[animalSite, classnamesToSpawn, radius] call BIS_fnc_animalSiteSpawn;
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:
Script_(Handle)

Examples

Example 1:
[player, ["rabbit_f","turtle_f","hen_random_f"], 200] call BIS_fnc_animalSiteSpawn;

Additional Information

Execution:
call
Multiplayer:
-
See also:
See also needed

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Bottom Section

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; };
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