hideObjectGlobal: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\| *arma3 * * *\| *([0-2]\.[0-9]{2}) * " to "|game1= arma3 |version1= $1 ") |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^<]*↵[^<]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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(14 intermediate revisions by the same user not shown) | |||
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|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|descr= This command is designed for MP. Hides object on all connected clients as well as JIP | |descr= This command is designed for MP. Hides object on all connected clients as well as JIP. Can be used on static objects. In singleplayer this command behaves just like [[hideObject]]. | ||
|s1= | |s1= [[hideObjectGlobal]] object | ||
|p1= object: [[Object]] - object to hide | |p1= object: [[Object]] - object to hide | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
Line 22: | Line 23: | ||
|p21= object: [[Object]] | |p21= object: [[Object]] | ||
|p22= hidden: [[Boolean]] - [[true]] | |p22= hidden: [[Boolean]] - [[true]] → hidden; [[false]] → visible | ||
|r2= [[Nothing]] | |r2= [[Nothing]] | ||
|x1= < | |x1= <sqf> | ||
hideObjectGlobal myObject; // hides myObject | |||
hideObjectGlobal nearestBuilding [2500, 2500, 0]; | |||
</sqf> | |||
|x2= < | |x2= <sqf> | ||
myObject hideObjectGlobal true; // hides myObject | |||
myObject hideObjectGlobal false; // shows myObject | |||
</sqf> | |||
|seealso= [[hideObject]] | |x3= <sqf>[myObject, true] remoteExec ["hideObjectGlobal", 2]; // remote-executes hideObjectGlobal from a client to the server</sqf> | ||
|seealso= [[hideObject]] [[isObjectHidden]] [[deleteCollection]] | |||
}} | }} | ||
{{Note | |||
|user= DreadedEntity | |||
|timestamp= 20150627181400 | |||
|text= [[hideObject]] and [[hideObjectGlobal]] disable object collision in addition to rendering. '''A3 1.45.131175''' | |||
[[hideObject]] and [[hideObjectGlobal]] disable object collision in addition to rendering. '''A3 1.45.131175''' | |||
(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) | ||
}} | |||
{{Note | |||
|user= Demellion | |||
|timestamp= 20160901120400 | |||
|text= As of '''A3 1,62.134494''' running '''hideObjectGlobal''' in big loop may cause some objects not to be hidden for a players already connected or passed '''JIP'''. To avoid players rendering desync consider running that in '''preInit''' schedule of a server. | |||
As of '''A3 1,62.134494''' running '''hideObjectGlobal''' in big loop may cause some objects not to be hidden for a players already connected or passed '''JIP'''. To avoid players rendering desync consider running that in '''preInit''' schedule of a server. | }} | ||
{{Note | |||
|user= DrSova | |||
|timestamp= 20170807124400 | |||
|text= In '''A3 1.72.142342''' when you hide object via [[hideObjectGlobal]], model sounds still be audible. | |||
In '''A3 1.72.142342''' when you hide object via [[hideObjectGlobal]], model sounds still be audible. | |||
For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot | For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot | ||
}} | |||
{{Note | |||
|user= Tankbuster | |||
|timestamp= 20181013183600 | |||
|text= Eventhandlers such as "explosion" will work on hidden objects | |||
Eventhandlers such as "explosion" will work on hidden objects | }} | ||
Latest revision as of 19:43, 3 September 2024
Description
- Description:
- This command is designed for MP. Hides object on all connected clients as well as JIP. Can be used on static objects. In singleplayer this command behaves just like hideObject.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- hideObjectGlobal object
- Parameters:
- object: Object - object to hide
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- object hideObjectGlobal hidden
- Parameters:
- object: Object
- hidden: Boolean - true → hidden; false → visible
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Example 3:
- [myObject, true] remoteExec ["hideObjectGlobal", 2]; // remote-executes hideObjectGlobal from a client to the server
Additional Information
- See also:
- hideObject isObjectHidden 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 Jun 27, 2015 - 18:14 (UTC)
- hideObject and hideObjectGlobal disable object collision in addition to rendering. A3 1.45.131175 (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)
- Posted on Sep 01, 2016 - 12:04 (UTC)
- As of A3 1,62.134494 running hideObjectGlobal in big loop may cause some objects not to be hidden for a players already connected or passed JIP. To avoid players rendering desync consider running that in preInit schedule of a server.
- Posted on Aug 07, 2017 - 12:44 (UTC)
- In A3 1.72.142342 when you hide object via hideObjectGlobal, model sounds still be audible. For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot
- Posted on Oct 13, 2018 - 18:36 (UTC)
- Eventhandlers such as "explosion" will work on hidden objects