Arma 3 Scripting

BIS_fnc_garage

  • Broken
  • Arma 3 v1.42

Function · also in Broken Functions · Markdown · JSON · original wiki page

Warning

This function is listed as broken on the wiki.

Description

Splendid™ Virtual Arsenal Garage.

Syntax

[mode, params] call BIS_fnc_garage

Parameters:

Returns: Nothing

Examples

Example 1

[] call BIS_fnc_garage;

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;
}];

See also

BIS_fnc_arsenal · Arsenal

Community notes

Larrow

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

The above overview isn't fully correct:

  1. BIS_fnc_garage_centerType returns by default the model path of the "default class"
getText (configFile >> "cfgvehicles" >> _classDefault >> "model")

yet once a vehicle is selected it returns its class name.

  1. BIS_fnc_garage_center returns by default the player reference, yet otherwise the created vehicle object