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Found 7 results

  1. I cannot seem to get the custom/filtered list working for the BIS_fnc_garage function. The documentation for the function does not seem to work when I add the BIS_fnc_garage_data which takes an array of whitelisted vehicles. Official Docs: https://community.bistudio.com/wiki/BIS_fnc_garage Here is my code: I put this together with an example from Larow and the documentation if memory serves me right. Any help with getting this working would be appreciated. 👍
  2. I am trying to add the virtual garage to my mission, but I am unable to limit the vehicle selection. this addaction [ "<t color='#0000FF'>CustomGarage</t>",{ BIS_fnc_garage_data = [ [ '\a3\soft_f\mrap_01\mrap_01_unarmed_f', [ ( configFile >> 'cfgVehicles' >> 'B_MRAP_01_F' ) ] ] ]; _pos = [ player, 30, getDir player ] call BIS_fnc_relPos; BIS_fnc_garage_center = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE" ]; ["Open",true] call BIS_fnc_garage; h = [] spawn { waitUntil { isNull ( uinamespace getvariable ["BIS_fnc_arsenal_cam",objnull] ) }; BIS_fnc_garage_data = nil; }; }, [], 1, true, true, "", "isNull cursortarget"]; This is the code so far, but even if I edit the "BIS_fnc_garage_data" there are still all vehicles available. I want to limit the access to the vehicles by type: Wheeled, Tracked, Rotary, Fixed Wing and Naval and static. Later in the process I want to limit it to the players side. Any help would be appreciated
  3. {ubb1}TheBeast

    how to...

    Just need a little start up. If you edit a vehicle in the Virutal Arsenal (Garage), like doors open, beacon on. I thought you press Export and than you can place that in the Init field when you place the object in the Editor. Example, I want to place some cars that block the road. The Offroad Comms (new with the DLC Contact). I open the back doors and put the becon on. But placing the export in the init field doesn't work. Also pressed import and save it.. but that I cannot find back Hard to find something about this... virtual arsenal give all the times results in virtual ammo-boxes. Export is like this: _veh = createVehicle ["I_E_Offroad_01_comms_F",position player,[],0,"NONE"]; [ _veh, ["EAF",1], ["hidePolice",1,"HideServices",1,"HideCover",0,"StartBeaconLight",1,"HideRoofRack",0,"HideLoudSpeakers",0,"HideAntennas",0,"HideBeacon",0,"HideSpotlight",0,"HideDoor3",0,"OpenDoor3",1,"HideDoor1",0,"HideDoor2",0,"HideBackpacks",1,"HideBumper1",1,"HideBumper2",0,"HideConstruction",0,"BeaconsStart",0] ] call BIS_fnc_initVehicle; So, a little start up on this would be great. how do I use this? Thanks in advance!
  4. This is an expansion and enhancement built upon bis_fnc_garage wich was modified by iconic and then opec666 in this thread https://forums.bistudio.com/forums/topic/180297-virtual-garage-possible-to-use-as-spawner-like-vvs/ Thanks to these guys for thier hard work and great code. I added some things like mapclick where you want the vehicle spawned. If you add any AI to vehicle then It will add only required crew / no passengers and when you escape or close virtual garage mapclick where you want vehicle to move and patrol. If you select static emplacement then the second mapclick will set static direction relative to first mapclick weather crewed or not. Multiplayer compatible textures if available. Replaces the blue VR guys with native vehicle crew. Will make local descriptive markers at mapclick positions than delete them shortly afterward. Working with ships, fixed wing, helicopters, land vehicles and statics crewed and uncrewed. This is only a proof of concept that Virtual Garage can work/be useful in multiplayer environment and may also bring enhancements to sp environment though sp aspect is untested. The Virtual Garage UI is probably the most intuitive, feature packed, quickest to browse through and find what your looking for and why not its by BIS. Unfortunately this has been overlooked by most because of its lack of MP support. Short comings: If vehicle is not placed on relatively flat area the it could slide and move then script may not complete (could be improved with isflatempty maybe). It probably could use some optimizations for those tweakers that are interested though the performance asis is not bad at all. The purpose of this post is really to help get upvoted encouragement to BIS on Feedback tracker to improve detection of more moded vehicles. Some vehicles that are available in editor are not listed in VG such as from RHS - all the Melbs, all the apachies but one, all the cobras but one etc. Please upvote or complain of issue here https://feedback.bistudio.com/T124991 Currently its a one time use. Execute from debug console local to use/reuse. VG_map_click = { if (count _this > 1) then { (_this select 0) removeaction (_this select 2); }; if ({_x in (items player + assignedItems player)}count ["ItemMap"] < 1) exitWith {hint "Missing Map Item!";true}; if !(getMarkerColor GarageMkrName isEqualTo "") then {deleteMarkerLocal GarageMkrName}; hint ""; GetClick1 = true; openMap true; [] spawn {[format ["MapClick for %1 Positioning", GarageMkrName],0,.1,3,.005,.1] call bis_fnc_dynamictext;}; ["VGarage_mapclick","onMapSingleClick", { private ["_nearestRoad","_roads","_marker","_dir"]; if (isOnRoad _pos) then { _nearestRoad = objNull; _roads = _pos nearRoads 15; if (count _roads > 0) then { _nearestRoad = ([_roads,[],{_pos distance _x},"ASCEND"] call BIS_fnc_sortBy) select 0; }; }; _marker=createMarkerLocal [GarageMkrName, _pos]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerSizeLocal [1, 1]; _marker setMarkerTypeLocal "mil_dot"; _marker setMarkerColorLocal "Color3_FD_F"; _marker setMarkerTextLocal GarageMkrName; if (!isNull _nearestRoad) then { _marker setMarkerDirLocal ([_pos, _nearestRoad] call BIS_fnc_dirTo); }else{ _marker setMarkerDirLocal (direction (vehicle player)); }; GetClick1 = false; }] call BIS_fnc_addStackedEventHandler; waitUntil {!GetClick1 or !(visiblemap)}; ["VGarage_mapclick", "onMapSingleClick"] call BIS_fnc_removeStackedEventHandler; if (!visibleMap) exitWith {}; mapAnimAdd [0.5, 0.1, markerPos GarageMkrName]; mapAnimCommit; sleep 1.2; openMap false; sleep 0.1; [] spawn { private _m = GarageMkrName; sleep 30; private _VG_open = player getVariable ["VGopen", true]; if (_VG_open) then { waitUntil {sleep 30; !(player getVariable "VGopen")}; }; if !(getMarkerType _m isEqualTo "") then {deleteMarkerLocal _m}; }; if (GarageMkrName isEqualTo "VG_Vehicle") exitWith { null =[(GarageMkrName)] call opec_fnc_garageNew }; GarageMkrName }; Prep_VG_Aquisitions = { params ["_veh_list", "_textures", "_cc", "_veh"]; private ["_mcMkr", "_wGrp", "_speed", "_height", "_grgMkrPos", "_desMkrPos", "_relDir", "_vehDir", "_vel", "_bellDir", "_mrkDis", "_midLength", "_midPos", "_pointC", "_wpArray", "_i", "_wp0", "_wp1", "_wp2", "_patrol", "_count"]; { _count = 0; { _veh setObjectTextureGlobal [ _count, _x ]; _count = _count + 1; } forEach _textures; if (_cc > 0) then { if (alive _veh) then { createVehicleCrew _veh; sleep 0.1; if (_veh isKindOf "StaticWeapon") then { if (GarageMkrName isEqualTo "Destination") then {deleteMarkerLocal GarageMkrName;}; GarageMkrName = "Direction"; } else { if (GarageMkrName isEqualTo "Direction") then {deleteMarkerLocal GarageMkrName;}; GarageMkrName = "Destination"; }; private ["_mcMkr","_wGrp"]; _mcMkr = [] call VG_map_click; _wGrp = (group (crew _veh select 0)); switch (true) do { case ((_veh isKindOf "Plane") || (_veh isKindOf "Helicopter")) : { private ["_speed","_height","_bellDir","_grgMkrPos","_desMkrPos","_mrkDis","_midLength","_relDir","_midPos","_pointC","_vel","_wpArray","_wp0","_wp1","_wp2"]; driver _veh action ["engineOn", _veh]; if (_veh isKindOf "Plane") then { _speed = 180; _height = 400; } else { _speed = 65; _height = 2000; }; _grgMkrPos = getmarkerPos "VG_Vehicle"; _desMkrPos = getmarkerPos "Destination"; _relDir = [ _grgMkrPos, _desMkrPos ] call BIS_fnc_dirTo; _vehDir = direction _veh; _vel = velocity _veh; _veh setpos [( position _veh select 0 ) + (sin (_relDir -180)), ( position _veh select 1 ) + (cos (_relDir -180)), _height]; _veh setVelocity [(_vel select 0)+(sin _vehDir*_speed), (_vel select 1)+(cos _vehDir*_speed), _vel select 2]; if (round(random(1)) isEqualTo 0) then {_bellDir = 90;}else{_bellDir = 270;}; _mrkDis = _grgMkrPos distance _desMkrPos; _midLength = _mrkDis / 2; if (_mrkDis > 2200) then {_midLength = 2200}; if (_mrkDis < 1200) then {_midLength = _midLength + 1200}; _midPos = [ _grgMkrPos, _midLength, _relDir ] call BIS_fnc_relPos; _pointC = [ _midPos, _midLength - 1, (_relDir + _bellDir) ] call BIS_fnc_relPos; _veh sidechat "Aircraft Enroute"; _wpArray = wayPoints _wGrp; for "_i" from 0 to (count _wpArray -1) do { deleteWaypoint [_wGrp, _i] }; _wp0 = _wGrp addWaypoint [_grgMkrPos, 200]; _wp0 setWaypointType "MOVE"; _wp0 setWaypointBehaviour "AWARE"; _wp0 setWaypointCombatMode "RED"; _wp0 setWaypointStatements ["true", ""]; _wp1 = _wGrp addWaypoint [_desMkrPos, 200]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "AWARE"; _wp1 setWaypointCombatMode "RED"; _wp1 setWaypointStatements ["true", ""]; _wp2 = _wGrp addWaypoint [_pointC, 200]; _wp2 setWaypointType "Cycle"; _wp2 setWaypointBehaviour "AWARE"; _wp2 setWaypointCombatMode "RED"; _wp2 setWaypointStatements ["true", ""]; }; case (_veh isKindOf "StaticWeapon") : { private _relDir = [ ( getmarkerPos "VG_Vehicle"), (getmarkerPos "Direction") ] call BIS_fnc_dirTo; _veh setDir _relDir; _wGrp setBehaviour "COMBAT"; _wGrp setCombatMode "RED"; }; case (_veh isKindOf "Ship") : { if (surfaceIsWater position _veh) then { private _patrol = [ _wGrp, (getMarkerPos _mcMkr), 75 ] call bis_fnc_taskPatrol; _veh sidechat "Ship Enroute"; }; }; default { private _patrol = [ _wGrp, (getMarkerPos _mcMkr), 75 ] call bis_fnc_taskPatrol; _veh sidechat "Vehicle Enroute"; }; }; }; }; if ((_cc isEqualTo 0) && (_veh isKindOf "StaticWeapon")) then { if (GarageMkrName isEqualTo "Destination") then {deleteMarkerLocal GarageMkrName}; GarageMkrName = "Direction"; private _mcMkr = [] call VG_map_click; private _relDir = [ ( getmarkerPos "VG_Vehicle"), (getmarkerPos _mcMkr) ] call BIS_fnc_dirTo; _veh setDir _relDir; } else { if ((!isOnRoad _veh) && _cc isEqualTo 0) then { _veh setDir (direction (vehicle player)); }; }; } forEach _veh_list; }; opec_fnc_garageNew = { private ["_fullVersion","_veh","_displayMission","_marker","_pad","_veh_list","_vehType","_textures","_crew","_cc","_veh","_vehDir","_count"]; hintSilent format ["%1", (_this select 0)]; disableSerialization; uiNamespace setVariable [ "current_garage", ( _this select 0 ) ]; _fullVersion = missionNamespace getVariable [ "BIS_fnc_arsenal_fullGarage", false ]; if !( isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) ) exitwith { "Garage Viewer is already running" call bis_fnc_logFormat; }; player setVariable ["VGopen", true]; { deleteVehicle _x; } forEach nearestObjects [ getMarkerPos ( _this select 0 ), [ "AllVehicles" ], 10 ]; _veh = createVehicle [ "Land_HelipadEmpty_F", getMarkerPos ( _this select 0 ), [], 0, "CAN_COLLIDE" ]; uiNamespace setVariable [ "garage_pad", _veh ]; missionNamespace setVariable [ "BIS_fnc_arsenal_fullGarage", [ true, 0, false, [ false ] ] call bis_fnc_param ]; with missionNamespace do { BIS_fnc_garage_center = [ true, 1, _veh, [ objNull ] ] call bis_fnc_param; }; with uiNamespace do { _displayMission = [] call ( uiNamespace getVariable "bis_fnc_displayMission" ); if !( isNull findDisplay 312 ) then { _displayMission = findDisplay 312; }; _displayMission createDisplay "RscDisplayGarage"; uiNamespace setVariable [ "running_garage", true ]; waitUntil { sleep 0.25; isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) }; _marker = uiNamespace getVariable "current_garage"; _pad = uiNamespace getVariable "garage_pad"; deleteVehicle _pad; _veh_list = ( getMarkerPos _marker ) nearEntities 5; { _vehType = typeOf _x; _textures = getObjectTextures _x; _crew = crew _x; _cc = count _crew; { _x spawn { _this action [ "Eject", vehicle _this ]; sleep ( random 2 ); _this setDamage 1; sleep ( random 5 ); deleteVehicle _this; }; } forEach _crew; deleteVehicle _x; sleep 0.5; _veh = createVehicle [ _vehType, getMarkerPos _marker, [], 0, "NONE" ]; sleep 0.1; if !(_veh isKindOf "Ship") then { _veh setPosATL [ ( position _veh select 0 ), ( position _veh select 1 ), 0.25 ]; }; _vehDir = markerDir _marker; _veh setDir _vehDir; player setVariable [ "VGopen", false ]; [_veh_list, _textures, _cc, _veh] spawn Prep_VG_Aquisitions; } forEach _veh_list; }; }; (vehicle player) addaction ["<t color='#FFFF00'>Virtual Garage Mod</t>", {GarageMkrName = "VG_Vehicle"; call VG_map_click}]; Comments and suggestions welcomed.
  5. Recently I found using of VR garage from this mission. but in this, I can't set my direction of spawning vehicle. I asked to mission editor about this, but he can't do anything without BI garage(or vr garage) system changes. I think so too... is there any way to add set direction option to this https://community.bistudio.com/wiki/BIS_fnc_garage or this one https://community.bistudio.com/wiki/createVehicle ?
  6. Hello, I would like special vehicles store in garage system and cleaner. Altis Life v5. Garage system: When vehicle storing to garage and if vehicle is not empty (any loot or resource in trunk or vehicle inventory) it must be stored in this garage and not allowed to retrieve it from another garage. Cleaner of left things: Every 15 min. server makes list of loot and vehicles on the ground (left players objects). If after 15 min. the inventory item or vehicle was not picked up or there was nothing players around 150 meters: -loot delete -vehicles goes to nearest owner garage This cleaner could save fps of servers. I would be very grateful if you could write a script or link to similar project. Thank you.
  7. So I got Virtual Garage to work in my mission, I can walk up to AI:s, scroll to get a option to enter Virtual Garage and spawn in any vehicle I want at a given location. What I want to do now is so that I at these AI:s only can access certain vehicles, for example I have a Car Dealer, Heli Dealer and a Armor Dealer in wich I only want to display the right type of vehicles. How can I do this? Also if the regular way is to add in every single vehicle to a list then is there a quicker way to do it since I have a lot of mods x)
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