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Introduced with Arma 3 version 1.58
  Effects 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

Arma 3


Create object with given shape defined as path to .p3d model. Supported LODs include Geometry, Fire Geometry, Roadway, View Geometry and ShadowVolume. Supported features include collision, texturing, animation, penetration, AI spotting occlusion, and surface specific sounds (like footsteps). Unsupported features include PhysX, damage, AI pathfinding (causes walking through walls), and built in lights.

Given the simulation limitations, global decorative objects can be created with very little network traffic. Objects that could be exclusively created with this command are: trees, bushes, rocks, bridges, roads, vehicle wrecks, custom models in mission, and other objects without a class in config. The height of the placement position might need to be adjusted experimentally. Some of the model examples could be found here: createSimpleObject/objects

One cannot attach actions to a simple object via addAction.


  • Objects created with Syntax 1 cannot be textured. Some objects may also have inverted default direction.
  • Objects created with Syntax 2 can be textured. The default direction should match the direction of the object if it was created with createVehicle.

Since Arma 3 v1.67 simple objects support setVariable and getVariable


createSimpleObject [shapeName, positionWorld]
[shapeName, positionWorld]: Array
shapeName: String - Path to the 3d model (can be obtained with getModelInfo command)
positionWorld: Array - placement position in format PositionWorld
Return Value:
Object - Created simple object

Alternative Syntax

createSimpleObject [className, positionASL]
[className, positionASL] : Array
className: String - CfgVehicles config class name
positionASL: Array - placement position in format PositionASL
Return Value:
Object - Created simple object


Example 1:
_pos = player getRelPos [10, 0]; _tank = createSimpleObject ["a3\armor_f_beta\apc_tracked_01\apc_tracked_01_rcws_f.p3d", _pos]; _tank setPos (_pos vectorAdd (getPosWorld _tank vectorDiff (_tank modelToWorld [0,0,0]))); _tank hideSelection ["zasleh", true]; _tank hideSelection ["zasleh2", true]; _tank hideSelection ["clan", true]; _tank animate ["Wheel_podkoloL3", 0.5, true]; _tank animate ["Wheel_podkoloL6", 0.5, true];
Example 2:
_pos = player getRelPos [10, 0]; _tank = createSimpleObject ["B_APC_Tracked_01_CRV_F", AGLtoASL _pos]; _tank setObjectTexture [0, "#(rgb,8,8,3)color(0,1,0,0.01)"]; _tank hideSelection ["zasleh", true]; _tank hideSelection ["zasleh2", true]; _tank hideSelection ["clan", true]; _tank animate ["Wheel_podkoloL3", 0.5, true]; _tank animate ["Wheel_podkoloL6", 0.5, true];

Additional Information

See also:


Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
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Posted on April 18, 2016 - 20:03 (UTC)
Killzone Kid
The easiest way to correctly place simple object is to create normal object of the same shape from class (if possible), then copy getPosWorld, vectorDir and vectorUp from it. Then create the simple object and apply copied values to it, this will position simple object exactly as normal object was positioned: _heli = "B_Heli_Light_01_F" createVehicleLocal (player getRelPos [10, 0]); _position = getPosWorld _heli; _vectorDirUp = [vectorDir _heli, vectorUp _heli]; _model = getModelInfo _heli select 1; deleteVehicle _heli; _simpleHeli = createSimpleObject [_model, _position]; _simpleHeli setVectorDirAndUp _vectorDirUp;
Posted on April 28, 2016 - 18:10 (UTC)
Waffle SS.
Models from within the mission file/folder can be created, but full system path is needed. Use: (str missionConfigFile select [0, count str missionConfigFile - 15]) + "myModel.p3d" //mission folder path code from:
Posted on May 11, 2016 - 01:28 (UTC)
Waffle SS.
simulationEnabled returns false.
Posted on September 5, 2016 - 15:10 (UTC)
There is a section in function library dedicated to simple object creation and interaction. It's purpose is to simplify the operations:
  • BIS_fnc_createSimpleObject
    • creates simple object according to the supplied data
    • you can supply p3d path, class name or data you get from scanning a non-simple object
  • BIS_fnc_simpleObjectData
    • gathers and returns data about the non-simple object
    • data can be then used to create simple object
  • BIS_fnc_replaceWithSimpleObject
    • replaces non-simple object with simple object on the scene
    • do not use it in large scale in MP missions as it is not network efficient
  • BIS_fnc_adjustSimpleObject
    • adjusts simple object to looks as close to the non-simple object as possible
    • function is internally called from the 'bis_fnc_createSimpleObject', you won't probably need to call this function directly
Check the function headers for more info about the input parameters and possibilities.