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Introduced with Arma 3 version 1.42

Click on the images for descriptions

Introduced in

Arma 3



	Author: Julien `Tom_48_97` VIDA

	This function aims to simplify the way to customize vehicles. It can change the textures and/or the animation sources of a given object. Usage of this function is explained in the below examples.

	Important note: Unless it explicitly mentionned (example case 10), the function will restore the initial state of every animation sources of the given object.

	Additional information:
	Community Wiki -

		0: vehicle to customize
		1: Variant (textures)
			BOOL - true to restore default texture source ; false to skip texture source change
			VOID - Nil to skip the texture source change
			ARRAY - Array of texture sources with their given probability: ["textureSource1", 0.5, "textureSource2", 0.5]
			STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate)
			SCALAR - index of the texture source (same as the old system)
		2: Animations
			BOOL - true to restore init phase of every animation sources
			VOID - Nil to skip change of the animation sources
			ARRAY - Array of animation sources and probability: ["AnimationSource1", 0.5, "animationSource2", 0.5]. Note, if the first element is false, it will skip the reset of the animation sources
			STRING - Variant class name(from the configFile >> cfgVehicles or from the missionConfigfile >> cfgVehicleTemplate)
		3: Mass
			BOOL - true to set the default mass, false to disable the mass change
			SCALAR - Mass to add or remove the vehicle

	BOOL - True if success, otherwise, false

	1) Do nothing because default VAR texture and VAR animation are "false"
	result = [this] call bis_fnc_initVehicle;

	2) Restore default texture and animation sources (reset)
	result = [this, true, true] call bis_fnc_initVehicle;

	3) Randomize everything according to the config file
	result = [this, "", []] call bis_fnc_initVehicle; //<-- Prefered
	result = [this, "", ""] call bis_fnc_initVehicle;

	4) Skip everything
	result = [this, nil, nil] call bis_fnc_initVehicle; //<-- Prefered
	result = [this, false, false] call bis_fnc_initVehicle;

	5) Apply the given texture and ignore the animations
	Priority is given to [missionConfigFile, "CfgVehicleTemplates"]
	result = [this, "TemplateName", nil] call bis_fnc_initVehicle;

	6) random weighted on the given texture sources and their probability, then randomize the animation sources according to the config file
	result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call bis_fnc_initVehicle;

	7) MyAnimationSource1 phase has a 50% chance to be set to 1 and MyAnimationSource2 has a 70% chance to be set to 1
	result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call bis_fnc_initVehicle;

	8) MyAnimationSource1 phase will be 1 whereas MyAnimationSource2 will be set to 0
	result = [this, nil, ["MyAnimationSource1", 1, "MyAnimationSource2", 0]] call bis_fnc_initVehicle;

	9) Change animation sources with a given template
	result = [this, nil, "MyTemplate"] call bis_fnc_initVehicle;

	10) Change animation source with a given array of probabilities but skip the reset of all animation sources
	// Algo: Skip the change of texture, [don't reste of the animation sources, proceed the given animation sources with their, probabilities], skip the change of mass
	result = [this, nil, [false,"MyAnimationSource1", 0.5, "MyAnimationSource2", 0.8], nil] call bis_fnc_initVehicle;

	11) Restore the vehicle to its default state as defined in the config (texture, animation sources, mass)
	result = [this, true, true, true] call bis_fnc_initVehicle;


Example 1:</dt>
result = [this, "", []] call bis_fnc_initVehicle;</dd>

Example 2:</dt>
result = [this, ["MyTextureSource1", 0.5, "MyTextureSource2", 0.6], []] call bis_fnc_initVehicle;</dd>

Example 3:</dt>
result = [this, nil, ["MyAnimationSource1", 0.5, "MyAnimationSource2", 0.7]] call bis_fnc_initVehicle;</dd>
See also:</dt>

Vehicle Customization (VhC)CfgVehicleTemplatesdisableRandomization</dd>


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