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Premount
File location | f\preMount\fn_mountGroups.sqf |
Enabled by default? | Yes |
Enable/Disable in | In-Editor, (init.sqf) |
Runs on | Server |
The preMount component allows mission makers to easily load one or more groups of players into pre-designated vehicles before the mission is started.
You can call the component using a line of code.
For example, to mount MyGroup1
and MyGroup2
into MyTruck1
you would use the line:
[[MyTruck1],["MyGroup1","MyGroup2"]] call f_fnc_mountGroups;
Alternatively you could also have a Game Logic object, which is synchronized with MyTruck1
, and has the following code in its init field:
[synchronizedObjects this,["MyGroup1","MyGroup2"]] call f_fnc_mountGroups;
In the editor, find all the Game Logic objects whose name start with F3_preMount
and delete them.
# | name | type | description |
---|---|---|---|
0 | Vehicles | Array | Array of vehicle names. e.g. [MyTruck1]
|
1 | Groups | Array | Array of group names as strings. e.g. ["MyGroup1","MyGroup2"]
|
2 | Crew (optional) | Boolean | Mount into crew positions? (default:true) |
3 | Fill (optional) | Boolean | Ignore fireteam cohesion in favor of filling vehicles? (default:false) |
By default, the preMount component will attempt to place units into crew seats first. You can control this by adding a third variable that is set to either true
or false
:
Value | Result |
---|---|
true |
The default option - all crew slots will be filled first (in order of: driver>gunner>commander>turrets) |
false |
Crew seats will be ignored and units placed into cargo seats |
For example, to mount units from MyGroup1
and MyGroup2
into only the cargo seats of MyCar1
and MyTruck1
, you would use the line:
[[MyTruck1,MyCar1],["MyGroup1","MyGroup2"],false] call f_fnc_mountGroups;
By default, if mounting multiple groups into multiple vehicles, the preMount component will attempt to maintain group cohesion and not split their members across multiple vehicles. You can control this by adding a fourth variable that is set to either true
or false
:
Value | Result |
---|---|
true |
Units are loaded into every available seat and group members may be split across multiple vehicles |
false |
The default option - groups will not be split across multiple vehicles |
Note: Whether crew seats are available is determined by the third variable (see above).
For example, to mount units from MyGroup1 and MyGroup2 into only the cargo seats of MyTruck1 and MyTruck2 and accept the splitting up of groups, you would use the line:
[[MyTruck1,MyTruck2],["MyGroup1","MyGroup2"],false,false] call f_fnc_mountGroups;
- The component does not put units into locked vehicles and positions.
- This component will only be able to put players into vehicles before the mission has started.
- When using
synchronizedObjects
, the order of the synchronisations in which they were placed in the editor is used. So the first synchronized vehicle will be the first to be filled.
- Assign Gear
- Assign Gear AI
- Authorized Crew Check
- Briefing
- Casualties Cap
- Disable Thermals
- Dynamic View Distance
- E & E Check
- FCS
- Fire Team Member Markers
- Group Markers
- Group Join
- Map Click Teleport
- Medical System
- Mission Conditions
- Multiplayer Ending Controller
- Nametags
- Premount
- Radio
- Remove Body
- Safe Start
- Group ID
- Color Teams
- AI Skill
- Spectator
- Zeus Support