deleteVehicle: Difference between revisions
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'''Example:''' | '''Example:''' | ||
'''deleteVehicle''' tankOne | |||
'''Comments:''' | '''Comments:''' | ||
*Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game | *Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game. | ||
If you run '''deleteVehicle''' for every playable soldier, the AI units will be removed. | |||
will | |||
*If ''unit1'' is a living unit that is currently located inside a vehicle then: | |||
'''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'' | |||
*You need have no concern over attempting to access deleted units in subsequent scripts. | |||
The line below works just fine for units that have been deleted. | 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"} |
Revision as of 11:41, 4 July 2006
deleteVehicle object
Operand types:
object: Object
Type of returned value:
Compatibility:
Added in version 1.34
Description:
Delete any unit or vehicle.
Only vehicles inserted in editor or created during mission can be deleted.
Player unit cannot be deleted.
Example:
deleteVehicle tankOne
Comments:
- Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game.
If you run deleteVehicle for every playable soldier, the AI units will be removed.
- If unit1 is a living unit that is currently located inside a vehicle then:
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
- You need have no concern over attempting to access deleted units in subsequent scripts.
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"}