BIS fnc createRuin: Difference between revisions

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|x2= <code> {{codecomment|// will destroy every building in a 50m radius around the player}}
|x2= <code> {{codecomment|// will destroy every building in a 50m radius around the player}}
{ _x [[call]] [[BIS_fnc_createRuin]]; } [[forEach]] ([[player]] [[nearObjects]] ["House", 50]);</code>
{ _x [[call]] [[BIS_fnc_createRuin]]; } [[forEach]] ([[player]] [[nearObjects]] ["House", 50]);</code>
}}
}}



Revision as of 23:48, 18 January 2021

Hover & click on the images for description

Description

Description:
Create a building ruin and hide the original object.
Execution:
call
Groups:
Environment

Syntax

Syntax:
building call BIS_fnc_createRuin
Parameters:
building: Object - building to "destroy"
Return Value:
Object - the created ruin

Examples

Example 1:
aBuilding call BIS_fnc_createRuin;
Example 2:
// will destroy every building in a 50m radius around the player { _x call BIS_fnc_createRuin; } forEach (player nearObjects ["House", 50]);

Additional Information

See also:
See also needed

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 June 1, 2019 - 13:14 (UTC)
beno_83au
In MP this function doesn't hide the building globally, so other clients will see both the original building AND the newly created ruined building - https://feedback.bistudio.com/T140045. To get around this I've been hiding the object manually on all other clients:

_building call BIS_fnc_createRuin;
[_building,true] remoteExecCall ["hideObject",-clientOwner];

This will run hideObject on all other clients besides the client (or server) that this was executed from.