createVehicleLocal
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Description
- Description:
- Creates an object of the given type. The Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use CfgDisabledCommands to blacklist this command. Alternatively, you can use createSimpleObject with local option enabled where applicable.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- type createVehicleLocal position
- Parameters:
- type: String - vehicle/object className
- position: Array format PositionAGL
- Return Value:
- Object
Alternative Syntax
- Syntax:
- createVehicleLocal [type, position, markers, placement, special]
- Parameters:
- type: String - vehicle/object className
- position: Object, Array format Position2D or PositionATL (PositionAGL if watercraft or amphibious) - desired placement position
- markers: Array of Strings - (Optional, default []) if the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with setMarkerPos, the vehicle will also be created at given z coordinate.
- placement: Number - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.
- special: String - (Optional, default "NONE") can be one of the following:
- "NONE" - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there.
- "CAN_COLLIDE" - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model.
- "FLY" - if vehicle is capable of flying and has crew, it will be made airborne at default height.
- Return Value:
- Object - created vehicle or objNull if failed
Examples
- Example 1:
- Example 2:
- Multiple types:
private _lightSource = "#lightsource" createVehicleLocal _pos; // see Light Source Tutorial private _lightReflector = "#lightreflector" createVehicleLocal _pos; // see Light Source Tutorial - since Arma 3 v2.06 private _particleSource = "#particlesource" createVehicleLocal _pos; // see Particles Tutorial private _dynamicSound = "#dynamicsound" createVehicleLocal _pos; // see createSoundSource
- Example 3:
- // since Arma 3 v2.14 private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];
Additional Information
- See also:
- createVehicle createMine deleteVehicle createUnit
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Jun 05, 2008 - 07:18 (UTC)
- If the object that is created is of the type ammo, then it will created on all clients (tested only on VBS2).
- Posted on Sep 05, 2013 - 18:04 (UTC)
- Indeed the type of Ammo is transfered to ALL clients, but apparently also the muzzle effects (firing sound, light, etc.); this includes muzzles from Horns (Truck or Car Horn, Bicycle bells, etc.) as well as any other weapon. Tested on ArmA - Arma 2:OA (latest patch).
- Posted on Nov 02, 2018 - 12:16 (UTC)
-
WARNING: Do not instigate createVehicle or createVehicleLocal within a server function executed with preInit flag.
This will cause "You cannot play/edit this mission" for a vehicles compiled from a -mod and make server skip/loop that mission init.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Local Effect