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Solidsnacks

FNC_moveIn VS moveIn "X" command.

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Does anyone know what the advantages of FNC_moveIn are over the standard moveIn command?

I've been sifting through some unPBO'ed official missions and I thought it was curious they would call fnc_movein in a script to load a passenger instead of simply using a moveinCargo command.

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1. It does all the commands, dependant on how you call it you can do a moveIn#, # being 'CARGO', 'COMMANDER', 'DRIVER' or 'TURRET'.

2. It checks whether there are empty spaces for the position. If not it throws a BIS_fnc_error

3. Returns a boolean of whether it was successful or not.

Other than that there is nothing special going on in the script.

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