FAQ: Vehicles Index
List of Vehicles
The BIS site for Flashpoint features a list of all vehicles.
The names used for these units are a little different for scripts, and are shown below:
| West Vehicles | East Vehicles | Resistance Vehicles |
|---|---|---|
|
AIRCRAFT "OH58" "UH60" "UH60MG" "CH47D" "Cobra" "AH64" "A10" "A10LGB" |
AIRCRAFT "Mi17" "Mi24" "Kamov" "Su25" |
AIRCRAFT
None |
|
ARMOURED
"M113" "Vulcan" "Bradley" "M60" "M1Abrams" "BoatW" |
ARMOURED
"BRDM" "BMP" "BMP2" "ZSU" "T55" "T72" "T80" "Boat" |
ARMOURED
"BMPRes" "T55G" "T72Res" "T80Res" |
|
WHEELED / REPAIR
"Jeep" "JeepMG" "HMMWV" "Truck5T" "Truck5TOpen" "Truck5TRefuel" "Truck5TRepair" "Truck5TReammo" "M113Ambul" |
WHEELED / REPAIR
"UAZ" "Ural" "Scud" "UralFuel" "UralRepair" "UralReammo" "BMPAmbul" |
WHEELED / REPAIR
"TruckV3SG" "TruckV3SGRefuel" "TruckV3SGRepair" "TruckV3SGReammo" "SGUAZG" |
Note that these are the basic Vehicles for each side. A comprehensive list of all Vehicle names can be found here.
How to man Vehicles
Vehicles have up to 3 "active" positions in them: Commander, Driver and Gunner. In addition, some vehicles have Cargo space in which to carry extra units. Tanks and armoured vehicles usually have the three main positions. Aircraft usually have positions for a pilot and a gunner. Trucks and cars have only a driver position, apart from the jeep with machine gun.
To put a unit directly into the Commander's seat, use moveincommander.
To put a unit directly into the Driver's seat, use moveindriver. This includes aircraft.
To put a unit directly into the Gunner's seat, use moveingunner.
To put a unit into a cargo seat, use moveincargo.
Units put into cargo will fill up the cargo space sequentially, but sometimes you may wish to have gaps in the cargo spaces for a more natural look. In such a case create a game logic, give it a name, and move it into the cargo space as normal. It will take up a seat but will be invisible.
How to equip Vehicles
Equipping vehicles is done in exactly the same way as equipping units. For a complete list of the default weapons and their magazines, click here.
Note that vehicles can be equipped with vehicle weapons that they do not have by default. For example, tanks can be equipped with rockets and Mavericks. Aircraft can be given a Shilka cannon. It is not possible to equip an aircraft with a tank's main cannon.
How to store weapons in a vehicle
Most vehicles have cargo space for weapons and ammunition, and the number of these that can be stored depend on the vehicle concerned. See the list below for the various cargo sizes.
The command to store a weapon in a vehicle is addWeaponCargo
The command to store an ammunition magazine in a vehicle is addMagazineCargo
How to control Vehicle movement with script
Although waypoints are a highly effective method of moving vehicles and groups around the map, sometimes you may want to do this using script. The same principles apply however: the vehicle needs a destination to move to, a speed and level of awareness to move at, and you need to know when the vehicle has reached its destination.
To make a vehicle move to a specified location
position can be specified by using some other object's position, for example
Be aware that if a vehicle is part of a group, the vehicle will return to formation.
To determine if a vehicle is underway between locations
Use the unitready command. If a vehicle is moving somewhere or undertaking some action, unitready will be false. Once a vehicle has completed whatever it was doing, unitready will be true. For example
#loop
~1
? not (unitready vehicle_name):goto "loop"
vehicle_name sidechat format ["This is %1 - I'm at the designated coordinates!", name vehicle_name]
The above script issues a domove command, in this case to the position of marker "mk_barracks". The script then enters a loop which waits for one second, and if the vehicle is not 'ready', returns to the loop. Once the vehicle is ready the loop is ended and the vehicle reports that it has reached its destination.
This is an alternative to using the @ operator, which loops very fast. For example the above script could read
@ unitready vehicle_name
vehicle_name sidechat format ["This is %1 - I'm at the designated coordinates!", name vehicle_name]
This may seem like an easier way of doing things, but be aware that because the @ condition loops so fast, it may cause lag. When checking the status of variables, always give thought to how often you need to check them, or how quickly you need to detect a change.
To make one vehicle follow another
leader_vehicle is the name of whichever vehicle you wish vehicle_name to follow.
How to get choppers to behave themselves
How to launch the SCUD
One thing to realise about the SCUD is that it is not a weapon as such. The missile on the back of the vehicle is for decorative purposes only. It will go through animation phases and lift off and disappear into the sky, but any explosive effects you wish to follow a SCUD launch must be scripted elsewhere.
To begin the SCUD launching animation
To launch the scud once it is in its upright mode
You can check the launch mode of a SCUD using the scudState command.
