hideObject: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma2 |= Game name
|game1= arma2
|version1= 1.06


|1.06|= Game version
|game2= arma2oa
|version2= 1.50


|eff= local |= Effects in MP
|game3= tkoh
____________________________________________________________________________________________
|version3= 1.00


| Hide entity. Can be used on soldiers and vehicles, also on static objects. |= Description
|game4= arma3
____________________________________________________________________________________________
|version4= 0.50


| '''hideObject''' object |= Syntax
|arg= global


|p1= object: [[Object]] |=
|eff= local


| [[Nothing]] |= Return value
|gr1= Object Manipulation
____________________________________________________________________________________________


|s2= object '''hideObject''' hidden |=  
|descr= Hide entity. Can be used on soldiers and vehicles, also on static objects.


|p21= object: [[Object]].|=
|s1= [[hideObject]] object
|p22= hidden: [[Boolean]] hidden/visible.|=


|r2= [[Nothing]]|=
|p1= object: [[Object]]
____________________________________________________________________________________________


|x1= <code>[[hideObject]] unitName; </code>|= Example 1
|r1= [[Nothing]]
____________________________________________________________________________________________


|x2= <code>objectName [[hideObject]] true; </code>|= Example 2
|s2= object [[hideObject]] hidden
____________________________________________________________________________________________


| |= See also
|p21= object: [[Object]]


|mp= Command has local effect, needs to be run on each client. |=
|p22= hidden: [[Boolean]] - [[true]]->hidden; [[false]]->visible
 
|r2= [[Nothing]]
 
|x1= <sqf>hideObject unitName;</sqf>
 
|x2= <sqf>objectName hideObject true;</sqf>
 
|seealso= [[isObjectHidden]] [[hideObjectGlobal]] [[deleteCollection]]
}}
}}


<h3 style="display:none">Notes</h3>
{{Note
<dl class="command_description">
|user= Shuko
<!-- Note Section BEGIN -->
|timestamp= 20100715200000
<dd class="notedate">Posted on July 15, 2010 - 20:00</dd>
|text= This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible.
<dt class="note">'''[[User:Shuko|Shuko]]'''</dt>
}}
<dd class="note">This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible.</dd>


<dt class="note">'''[[User:McHide|McHide]]'''</dt>
{{Note
<dd class="note">Use MP framework to activate this comand on all players from server or any other maschine
|user= McHide
<code>_nic = [nil, mantohide, "per", rHideObject, true] call RE;</code></dd>
|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>
}}


<dt class="note">'''[[User:Demonized|Demonized]]'''</dt>
{{Note
<dd class="note">you can use code as in example 2, where true = ON and false = OFF, if using it like in example 1, you can only turn it ON</dd>
|user= DamonDaemon
<!-- Note Section END -->
|timestamp= 20120210063600
</dl>
|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.
}}


<h3 style="display:none">Bottom Section</h3>
{{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.
}}


[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
{{Note
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
|user= DreadedEntity
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
|timestamp= 20150627181400
|game= arma3
|version= 1.45
|text= [[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)
}}

Latest revision as of 17:49, 8 November 2023

Hover & click on the images for description

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:
objectName hideObject true;

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
Shuko - c
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.
McHide - c
Posted on Feb 04, 2011 - 08:13 (UTC)
Use MP framework to activate this command on all players from server or any other maschine
_nic = [nil, mantohide, "per", rHideObject, true] call RE; // In A3 use hideObjectGlobal instead.
DamonDaemon - c
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.
Benargee - c
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.

DreadedEntity - c
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)