hideObject: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>") |
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{{Note | |||
|user= Shuko | |||
|timestamp= 20100715200000 | |||
|text= This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible. | |||
}} | |||
{{Note | |||
|user= McHide | |||
|timestamp= 20110204081300 | |||
|text= Use MP framework to activate this command on all players from server or any other maschine | |||
<sqf>_nic = [nil, mantohide, "per", rHideObject, true ] call RE; // In A3 use hideObjectGlobal instead.</sqf> | <sqf>_nic = [nil, mantohide, "per", rHideObject, true ] call RE; // In A3 use hideObjectGlobal instead.</sqf> | ||
}} | |||
{{Note | |||
|user= DamonDaemon | |||
Useful for creating objects the mission maker doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units. | |timestamp= 20120210063600 | ||
|text= Hidden Vehicles still emit smoke/rotor blade dust and (probably) still emit engine sounds. | |||
Useful for creating objects the mission maker doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units. | |||
}} | |||
{{Note | |||
|user= Benargee | |||
|timestamp= 20141030055400 | |||
|game= arma3 | |||
|version= 1.33 | |||
|text= When used on player, it only has an effect on third person mode. First person [[LOD]] is still visible. | |||
}} | |||
{{Note | |||
|user= DreadedEntity | |||
|timestamp= 20150627181400 | |||
|game= arma3 | |||
|version= 1.45 | |||
|text= [[hideObject]] and [[hideObjectGlobal]] disable object collision in addition to rendering. | |||
[[hideObject]] and [[hideObjectGlobal]] disable object collision in addition to rendering. | |||
(tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be) | (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be) | ||
}} | |||
Revision as of 08:18, 17 August 2022
Description
- Description:
- Hide entity. Can be used on soldiers and vehicles, also on static objects.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- hideObject object
- Parameters:
- object: Object
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- object hideObject hidden
- Parameters:
- object: Object
- hidden: Boolean - true->hidden; false->visible
- Return Value:
- Nothing
Examples
- Example 1:
- hideObject unitName;
- Example 2:
Additional Information
- See also:
- isObjectHidden hideObjectGlobal deleteCollection
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 Jul 15, 2010 - 20:00 (UTC)
- This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible.
- Posted on Feb 04, 2011 - 08:13 (UTC)
- Use MP framework to activate this command on all players from server or any other maschine
- Posted on Feb 10, 2012 - 06:36 (UTC)
- Hidden Vehicles still emit smoke/rotor blade dust and (probably) still emit engine sounds. Useful for creating objects the mission maker doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units.
- Posted on Oct 30, 2014 - 05:54 (UTC)
-
When used on player, it only has an effect on third person mode. First person LOD is still visible.
- Posted on Jun 27, 2015 - 18:14 (UTC)
-
hideObject and hideObjectGlobal disable object collision in addition to rendering. (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)