eggbeast
Jan 28 2010, 09:02
Hi
This sticky has some useful info on classnames
http://forums.bistudio.com/showthread.php?t=73241&page=2
This wiki has all the classnames too
http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles
This tool has pics and classnames of vehicles
http://www.armatechsquad.com/ArmA2Class/vehicles/Wheeled/
but I can't find out how many cargo slots there are in each vehicle without opening the pbo's at present - does anyone have a link for such a resource? If so Wolle can you add it to the sticky please!!:bounce3:
e.g. I'm writing a side mission which establishes a randomised convoy and I need to pair up arrays of vehicles that have the same number of cargo slots in them to stop the script from failing/ or all theteam from embarking, e.g.
_allvecA = ["KamazOpen","UralOpen_INS"];
_allvecB = ["UAZ_AGS30_RU","UAZ_MG_INS"];
_maxA = (count _allvecA)-1;
_maxB = (count _allvecB)-1;
_heli = createVehicle [(_allvecB select (round random _maxB)), _pos, [], 0, "NONE"];[_heli] call BIS_EVO_Lock;Sleep BIS_EVO_GlobalSleep;
_spawne = [_heli] spawn {[_this select 0] call BIS_EVO_idelSVEC};
_heli1 = createVehicle [(_allvecA select (round random _maxA)), _pos2, [], 0, "NONE"];[_heli1] call BIS_EVO_Lock;Sleep BIS_EVO_GlobalSleep;
_spawne = [_heli1] spawn {[_this select 0] call BIS_EVO_idelSVEC};
_heli2 = createVehicle [(_allvecA select (round random _maxA)), _pos3, [], 0, "NONE"];[_heli2] call BIS_EVO_Lock;Sleep BIS_EVO_GlobalSleep;
_spawne = [_heli2] spawn {[_this select 0] call BIS_EVO_idelSVEC};
_allunitsA = ["Ins_Bardak","Ins_Lopotev"];
_maxA = (count _allunitsA)-1;
_allunitsB = ["MVD_Soldier_TL","MVD_Soldier_MG","MVD_Soldier","MVD_Soldier_GL","MVD_Soldier_AT","MVD_Soldier_Sniper"];
_maxB = (count _allunitsB)-1;
//car 1 - 3 men
_unit = _guardass createUnit [(_allunitsA select (round random _maxA), _pos, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsDriver _heli;_unit moveInDriver _heli;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsA select (round random _maxA)), _pos2, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsGunner _heli;_unit moveInGunner _heli;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsA select (round random _maxA)), _pos2, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli;_unit moveInCargo _heli;
Sleep 0.2;
//truck 2 - 6 men
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsDriver _heli1;_unit moveInDriver _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
//truck 3 - 6 men
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsDriver _heli2;_unit moveInDriver _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_guardass setFormation "COLUMN";
_guardass setSpeedMode "LIMITED";
_guardass setBehaviour "SAFE";
Running this script the troops spawn and the uaz and open ural are populated but the second truck does not spawn and i get an error
Error: 0 elements provided expected 3
I have many more sidemissions like this so woul like to know how for each vehicle:
Driver
Gunner or
Commander
Cargo 0
Cargo 1 etc
Andfor some vehicles they have
-Turret 0
-Turret 1
etc instead of Gunner
so I guess T90 has
Driver, Gunner, Commander
and UralOpen_INS has
Driver, Cargo0,Cargo1, etc up to what? Cargo8 maybe?
and for Mi17s theyre all different, e.g.
_heli1 = createVehicle ["Mi17_rockets_RU", _kpos, [], 0, "FLY"];Sleep BIS_EVO_GlobalSleep;
(units _pilot select 4) moveInDriver _heli1;
(units _pilot select 5) moveInTurret[_heli1,[0]];
(units _pilot select 6) moveInTurret[_heli1,[1]];
(units _pilot select 7) moveInTurret[_heli1,[2]];
e.g. at the moment I'm thinking of putting in a GAZ_Vodnik_MedEvac but i don't know how many cargo slots it has without either trial and error or opening the pbo, which is laborious
so is there a resource? if not, should we make one?
This sticky has some useful info on classnames
http://forums.bistudio.com/showthread.php?t=73241&page=2
This wiki has all the classnames too
http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles
This tool has pics and classnames of vehicles
http://www.armatechsquad.com/ArmA2Class/vehicles/Wheeled/
but I can't find out how many cargo slots there are in each vehicle without opening the pbo's at present - does anyone have a link for such a resource? If so Wolle can you add it to the sticky please!!:bounce3:
e.g. I'm writing a side mission which establishes a randomised convoy and I need to pair up arrays of vehicles that have the same number of cargo slots in them to stop the script from failing/ or all theteam from embarking, e.g.
_allvecA = ["KamazOpen","UralOpen_INS"];
_allvecB = ["UAZ_AGS30_RU","UAZ_MG_INS"];
_maxA = (count _allvecA)-1;
_maxB = (count _allvecB)-1;
_heli = createVehicle [(_allvecB select (round random _maxB)), _pos, [], 0, "NONE"];[_heli] call BIS_EVO_Lock;Sleep BIS_EVO_GlobalSleep;
_spawne = [_heli] spawn {[_this select 0] call BIS_EVO_idelSVEC};
_heli1 = createVehicle [(_allvecA select (round random _maxA)), _pos2, [], 0, "NONE"];[_heli1] call BIS_EVO_Lock;Sleep BIS_EVO_GlobalSleep;
_spawne = [_heli1] spawn {[_this select 0] call BIS_EVO_idelSVEC};
_heli2 = createVehicle [(_allvecA select (round random _maxA)), _pos3, [], 0, "NONE"];[_heli2] call BIS_EVO_Lock;Sleep BIS_EVO_GlobalSleep;
_spawne = [_heli2] spawn {[_this select 0] call BIS_EVO_idelSVEC};
_allunitsA = ["Ins_Bardak","Ins_Lopotev"];
_maxA = (count _allunitsA)-1;
_allunitsB = ["MVD_Soldier_TL","MVD_Soldier_MG","MVD_Soldier","MVD_Soldier_GL","MVD_Soldier_AT","MVD_Soldier_Sniper"];
_maxB = (count _allunitsB)-1;
//car 1 - 3 men
_unit = _guardass createUnit [(_allunitsA select (round random _maxA), _pos, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsDriver _heli;_unit moveInDriver _heli;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsA select (round random _maxA)), _pos2, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsGunner _heli;_unit moveInGunner _heli;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsA select (round random _maxA)), _pos2, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli;_unit moveInCargo _heli;
Sleep 0.2;
//truck 2 - 6 men
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsDriver _heli1;_unit moveInDriver _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos3, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli1;_unit moveInCargo _heli1;
Sleep 0.2;
//truck 3 - 6 men
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsDriver _heli2;_unit moveInDriver _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_unit = _guardass createUnit [(_allunitsB select (round random _maxB)), _pos4, [], 10, "NONE"];_unit setSkill 2+(random 3);[_unit] join _guardass;_unit assignAsCargo _heli2;_unit moveInCargo _heli2;
Sleep 0.2;
_guardass setFormation "COLUMN";
_guardass setSpeedMode "LIMITED";
_guardass setBehaviour "SAFE";
Running this script the troops spawn and the uaz and open ural are populated but the second truck does not spawn and i get an error
Error: 0 elements provided expected 3
I have many more sidemissions like this so woul like to know how for each vehicle:
Driver
Gunner or
Commander
Cargo 0
Cargo 1 etc
Andfor some vehicles they have
-Turret 0
-Turret 1
etc instead of Gunner
so I guess T90 has
Driver, Gunner, Commander
and UralOpen_INS has
Driver, Cargo0,Cargo1, etc up to what? Cargo8 maybe?
and for Mi17s theyre all different, e.g.
_heli1 = createVehicle ["Mi17_rockets_RU", _kpos, [], 0, "FLY"];Sleep BIS_EVO_GlobalSleep;
(units _pilot select 4) moveInDriver _heli1;
(units _pilot select 5) moveInTurret[_heli1,[0]];
(units _pilot select 6) moveInTurret[_heli1,[1]];
(units _pilot select 7) moveInTurret[_heli1,[2]];
e.g. at the moment I'm thinking of putting in a GAZ_Vodnik_MedEvac but i don't know how many cargo slots it has without either trial and error or opening the pbo, which is laborious
so is there a resource? if not, should we make one?