As of Arma 3 v1.26 the command will work on non-empty vehicles. If any of the crew defined in config are missing they will be added.
Description
Creates vehicle crew corresponding to the provided vehicle's faction. If the vehicle is already occupied, the command will only create missing crew in the existing vehicle's group.
To find out which crew will be created, use BIS_fnc_vehicleCrewTurrets.
| + This command: | Does | Does not |
- Arma 3 v1.26 create a group if one is needed (otherwise uses group _vehicle)- create a driver if the vehicle needs one ( hasDriver = 1; in config)- create all non-FFV turrets gunners (if the turret needs one - config { hasGunner without dontCreateAI)- create crew with ranks - with the driver as "LIEUTENANT" and all turret units as "SERGEANT", unlike a crewed vehicle placed in Eden Editor where all units are "PRIVATE". |
- add vehicle to the group, unlike a crewed vehicle placed in Eden Editor. See BIS_fnc_spawnVehicle to spawn a crew-full vehicle with group addition - create cargo units. |
Syntax
Syntax 1
createVehicleCrew vehicle
Parameters:
vehicle: Object - vehicle to populate with crew
Returns: Group - the group of the created crew (since Arma 3 v1.94; before that returned Nothing)
Syntax 2
since arma3 2.14
group createVehicleCrew vehicle
Parameters:
Returns: Group - the group of the created crew or grpNull
Syntax 3
since arma3 2.14
side createVehicleCrew vehicle
Parameters:
Returns: Group - the group of the created crew or grpNull
Examples
Example 1
_veh = createVehicle ["B_MRAP_01_F", getMarkerPos "createVeh", [], 0, "NONE"];
createVehicleCrew _veh;
Example 2
_veh = createVehicle ["O_MRAP_02_hmg_F", position player, [], 0, "NONE"];
createVehicleCrew _veh;
{
diag_log [_x, faction _x, side _x, side group _x];
} forEach crew _veh;
// [O Alpha 1-1:1,"OPF_F",EAST,EAST]
// [O Alpha 1-1:2,"OPF_F",EAST,EAST]
Multiplayer
This command seems to be Local Argument with UAVs.
See also
deleteVehicleCrew · moveInDriver · moveInGunner · moveInCommander · moveInTurret · moveInCargo · BIS_fnc_spawnVehicle
Community notes
createVehicleCrew does not work with Transport Unload waypoints for helicopters. You need to spawn the pilots separately and then get them into the helicopter in order to get Transport Unload waypoints to work.
The particular seats to which units are added depend on the dontCreateAI property, the hasDriver property of the base class, and the hasGunner propery of turret classes.
For instance, the following snippet calculates how many seats will be occupied by the created crew:
private _vehCfg = configFile >> "CfgVehicles" >> typeOf _vehicle;
private _crewCount = {
round getNumber (_x >> "dontCreateAI") < 1 &&
((_x == _vehCfg && { round getNumber (_x >> "hasDriver") > 0 }) ||
(_x != _vehCfg && { round getNumber (_x >> "hasGunner") > 0 }))
} count ([_vehicle, configNull] call BIS_fnc_getTurrets);
Also, I've written a function to create a UAV crew for a specific side: https://gist.github.com/AgentRev/cb25d30e464f2239b6cee51fa0110c78