deleteVehicle

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Editors, please check Policy: Scripting Command Page Syntax.
Introduced in Operation Flashpoint version 1.34Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.34

Description

Description:
Delete an object. Note that only units inserted in the mission editor and units created during the game's progress can be deleted by this command. Island objects and player units can't be removed.

Syntax

Syntax:
deleteVehicle Object
Parameters:
Object
Return Value:
Nothing

Examples

Example 1:
deleteVehicle _house1

Attention Deleting a vehicle, which is still being accessed by a running script, can result in a CTD.

Additional Information

Multiplayer:
Behaviour unknown.
See also:
createUnit, createUnit array, createVehicle array, createVehicleLocal, createVehicle

Notes

Notes

+ Add Note

Only post proven facts here. Use the talk page or the forums for discussions.

Notes

Posted on August 3, 2006 - 14:30
hardrock
Notes from before the conversion:

If you run deleteVehicle for every playable soldier, the AI units will be removed.

deleteVehicle unit1

will result in some very strange, and unwelcome, things happening.

A safer way to delete unit1 if it is, or might be, inside a vehicle is:

unassignVehicle unit1
unit1 setPos [0,0,0]
deleteVehicle unit1

This is because you cannot call deleteVehicle on a unit (soldier) who's currently inside a Vehicle.

The line below works just fine for units that have been deleted.

if (alive unit1) then {hint"He is alive"} else {hint"Oh no he's not"}

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