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


| ofp |Game name=
|game1= ofp
|version1= 1.34


|1.34|Game version=
|game2= ofpe
|version2= 1.00


|eff= global |Multiplayer Effects=
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Creates an empty object of given classname type (See [[Arma 3 Assets]] or [[createVehicle/vehicles]]). Cannot be used to create objects of type <tt>"Logic"</tt>, use [[createUnit]] command for that.
|game4= arma2
<br>For a class reference from older games see [[:Category:ArmA Classes|Classes]].<br><br>
|version4= 1.00
<u>Some special and 'Scripted' vehicle classes:</u>
* <tt>"DemoCharge_Remote_Ammo_Scripted"</tt> - same as DemoCharge_Remote_Ammo but will explode when destroyed or [[setDamage]] 1;
* <tt>"SatchelCharge_Remote_Ammo_Scripted"</tt> - same as SatchelCharge_Remote_Ammo but will explode when destroyed or [[setDamage]] 1;
* <tt>"ClaymoreDirectionalMine_Remote_Ammo_Scripted"</tt> -  same as ClaymoreDirectionalMine_Remote_Ammo but will explode when destroyed or [[setDamage]] 1;
* <tt>"GroundWeaponHolder_Scripted"</tt> - same as GroundWeaponHolder but will not be auto-deleted when empty
* <tt>"WeaponHolderSimulated_Scripted"</tt> - same as WeaponHolderSimulated but will not be auto-deleted when empty
* <tt>"Weapon_Empty"</tt> - a special weaponholder that would display only a single weapon, even if the weaponholder also contains magazines for this weapon. Will not auto-delete when empty.


<u>NOTE</u>: When weaponholder is not auto-deleted by design (as above), it is up to the mission maker to clear the map of these weaponholders.  
|game5= arma2oa
|version5= 1.50


<br><br>'''Randomization:'''<br>
|game6= tkoh
In Arma 3 many vehicles will get randomized in appearance by default in order to add some variety to the game. It is possible to override this default behavior by setting ''BIS_enableRandomization'' variable to [[false]] in the vehicle namespace:
|version6= 1.00
<code>_veh <nowiki>=</nowiki> "C_Offroad_01_F" [[createVehicle]] [[position]] [[player]];
[_veh, [[true]], [[true]], [[true]]] call bis_fnc_initVehicle;</code>
or
<code>[this, [[true]], [[true]], [[true]]] call bis_fnc_initVehicle;</code>
if done in mission editor init field.<br><br>
Check [[Vehicle Customization (VhC)]] page for more info about the parameters. |DESCRIPTION=
____________________________________________________________________________________________


| type '''createVehicle''' position |SYNTAX=
|game7= arma3
|version7= 0.50


|p1= type: [[String]] - vehicle/object className |PARAMETER1=
|eff= global


|p2= position: [[Position]] - Desired placement position. If the exact position is occupied, nearest empty position is used.
|gr1= Object Manipulation
|PARAMETER2=


| [[Object]] |RETURNVALUE=
|descr= Creates an empty object of given classname type.
____________________________________________________________________________________________
See [[Arma 3: Assets]] / [[Arma 3: createVehicle/vehicles]], or [[:Category:CfgVehicles]] for earlier games.


{{Feature|informative|
* To create objects of type {{hl|"Logic"}}, use [[createUnit]].
* To create an editable [[:Category: Eden Editor| Eden Editor]] entity, see [[create3DENEntity]].
}}
{{Feature|arma3|
To avoid vehicle randomisation in {{arma3}}, set the {{hl|BIS_enableRandomization}} variable immediately after creating the vehicle:
<sqf>
private "_vehicle";
isNil { // run [[Scheduler#Unscheduled Environment|unscheduled]]
_vehicle = "C_Offroad_01_F" createVehicle getPosATL player;
_vehicle setVariable ["BIS_enableRandomization", false];
};
// the _vehicle variable is available after that
</sqf>
See the [[Arma 3: Vehicle Customisation]] page for more information and settings.
}}
|s1= type [[createVehicle]] position
|p1= type: [[String]] - vehicle/object className
|p2= position: [[Array]] format [[Position]] - desired placement position. If the exact position is occupied, nearest empty position is used.
|r1= [[Object]]
|s2= [[createVehicle]] [type, position, markers, placement, special]
|p21= type: [[String]] - vehicle/object className
|p22= position: [[Object]]; [[Array]] format [[Position#Introduction|Position2D]] or [[PositionATL]] ([[PositionAGL]] if watercraft or amphibious) - desired placement position
|p23= markers: [[Array]] of [[String]]s - (Optional, default <sqf inline>[]</sqf>) if the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position.
If any of the markers were given z coordinate with [[setMarkerPos]], the vehicle will also be created at given z coordinate.


| s2= '''createVehicle''' [type, position, markers, placement, special] |SYNTAX2=
|p24= placement: [[Number]] - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.


|p21= [type, position, markers, placement, special]: [[Array]] |PARAMETER21=
|p25= special: [[String]] - (Optional, default "NONE") can be one of the following:
* {{hl|"NONE"}} - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there.
* {{hl|"CAN_COLLIDE"}} - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model.
* {{hl|"FLY"}} - if vehicle is capable of flying and has crew, it will be made airborne at default height.
If ''special'' is "" or not specified, default {{hl|"NONE"}} is used.


|p22= type: [[String]] - vehicle/object className |PARAMETER22=
|r2= [[Object]] - created vehicle or [[objNull]] if failed


|p23= position: [[PositionATL]] ([[PositionAGL]] if boat or amphibious), [[Position2D]], or [[Object]] - Desired placement position |PARAMETER23=
|x1= <sqf>_jeep = "Jeep" createVehicle position player;</sqf>


|p24= markers (Optional): [[Array]] - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with [[setMarkerPos]], the vehicle will also be created at given z coordinate. Default: []|PARAMETER24=
|x2= <sqf>_heli = "AH1Z" createVehicle getMarkerPos "hspawn";</sqf>


|p25= placement (Optional): [[Number]] - The vehicle is placed inside a circle with given position as center and placement as its radius. Default: 0|PARAMETER25=
|x3= <sqf>_veh = createVehicle ["ah1w", position player, [], 0, "FLY"];</sqf>


|p26= special (Optional): [[String]] - Could be one of the following:
|x4= <sqf>_veh = createVehicle ["2S6M_Tunguska", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];</sqf>
* <tt>"NONE"</tt> - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there.
* <tt>"CAN_COLLIDE"</tt> places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model.
* <tt>"FLY"</tt> - if vehicle is capable of flying and has crew, it will be made airborne at default height.
If ''special'' is "" or not specified, default <tt>"NONE"</tt> is used. |PARAMETER6=


| r2= [[Object]] - created vehicle or [[objNull]] if failed |RETURNVALUE=
____________________________________________________________________________________________
 
|x1= <code>_jeep = "Jeep" [[createVehicle]] [[position]] [[player]];</code> |EXAMPLE1=
|x2= <code>_heli = "AH1Z" [[createVehicle]] [[getMarkerPos]] "hspawn";</code> |EXAMPLE2=
|x3= <code>_veh = [[createVehicle]] ["ah1w", [[position]] [[player]], [], 0, "FLY"];</code> |EXAMPLE3=
|x4 = <code>_veh = [[createVehicle]] ["2S6M_Tunguska", [[getMarkerPos]] "marker1", ["marker2","marker3"], 0, "NONE"];</code> |EXAMPLE4=
|x5= Objects such as
|x5= Objects such as
* test_EmptyObjectForBubbles
* "test_EmptyObjectForBubbles"
* test_EmptyObjectForFireBig
* "test_EmptyObjectForFireBig"
* test_EmptyObjectForSmoke
* "test_EmptyObjectForSmoke"
create additional emitters, which are stored in "effects" variable on the object. Since Arma 3 v1.71 these emitters are automatically deleted when object is deleted
create additional emitters, which are stored in "effects" variable on the object. Since {{arma3}} v1.72 these emitters are automatically deleted when object is deleted
<code>[] [[spawn]]
<sqf>
0 spawn
{
{
_fire = "test_EmptyObjectForFireBig" [[createVehicle]] [[position]] [[player]];
private _fire = "test_EmptyObjectForFireBig" createVehicle position player;
[[sleep]] 5;
sleep 5;
[[deleteVehicle]] _fire;
deleteVehicle _fire;
};</code> |EXAMPLE5=
};
|x6=The following explosives (with ending _Scripted)  
</sqf>
* DemoCharge_Remote_Ammo_Scripted
 
* SatchelCharge_Remote_Ammo_Scripted
|x6= The following explosives (ending with {{hl|_Scripted}}) can be set off by applying [[setDamage]] 1 to them for ease of scripting:
* ClaymoreDirectionalMine_Remote_Ammo_Scripted
* "DemoCharge_Remote_Ammo_Scripted"
can be set off by applying [[setDamage]] 1 to them for ease of scripting: <code>_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" [[createVehicle]] [[position]] [[player]];
* "SatchelCharge_Remote_Ammo_Scripted"
0 = _claymore [[spawn]]
* "ClaymoreDirectionalMine_Remote_Ammo_Scripted"
<sqf>
_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player;
_claymore spawn
{
{
[[uiSleep]] 5;
sleep 5;
_this [[setDamage]] 1;
_this setDamage 1;
};
};
</code> |EXAMPLE6=
</sqf>
|x7= How to add inventory to objects without inventory:<code>_boxes = "Land_Pallet_MilBoxes_F" [[createVehicle]] [[position]] [[player]];
 
_cargo = "Supply500" [[createVehicle]] [0,0,0];
|x7= Add inventory to objects without inventory:
_cargo [[attachTo]] [_boxes, [0,0,0.85]];
<sqf>
_boxes = "Land_Pallet_MilBoxes_F" createVehicle position player;
_cargo = "Supply500" createVehicle [0,0,0];
_cargo attachTo [_boxes, [0,0,0.85]];


// optional for objects that can take damage
// optional for objects that can take damage
_boxes [[addEventHandler]] ["Killed",  
_boxes addEventHandler ["Killed",
{
{
{
{
[[detach]] _x,  
detach _x,
[[deleteVehicle]] _x;
deleteVehicle _x;
}  
}
[[forEach]] [[attachedObjects]] (_this [[select]] 0);
forEach attachedObjects (_this select 0);
}];</code>  
}];
|EXAMPLE7=
</sqf>
|x8= Drop weapon:<code>_wh = "GroundWeaponHolder_Scripted" [[createVehicle]] [[position]] [[player]];
 
[[player]] [[action]] ["DropWeapon", _wh, [[currentWeapon]] [[player]]];</code> |EXAMPLE7=
|x8= Drop player's weapon:
____________________________________________________________________________________________
<sqf>
_weaponHolder = "GroundWeaponHolder_Scripted" createVehicle position player;
player action ["DropWeapon", _weaponHolder, currentWeapon player];
</sqf>


|[[createVehicleLocal]], [[createVehicleCrew]], [[createAgent]], [[createTrigger]], [[createUnit]], [[deleteVehicle]], [[createGroup]], [[createCenter]], [[setVehiclePosition]] |SEEALSO=
|x9= The following weapon holders (ending with ''_Scripted'') do '''not''' auto-delete when empty. It is up to the mission maker to take care of these:
* "GroundWeaponHolder_Scripted"
* "WeaponHolderSimulated_Scripted"
* "Weapon_Empty" (a special weaponholder that displays only a single weapon, even if it contains magazines for this weapon)
<sqf>
0 spawn
{
private _weaponHolder = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"];
_weaponHolder addWeaponCargo ["arifle_Katiba_F", 1];
hint "You have 5 seconds to grab this weapon";
sleep 5;
deleteVehicle _weaponHolder;
};
</sqf>


|seealso= [[createVehicleLocal]] [[create3DENEntity]] [[createVehicleCrew]] [[createAgent]] [[createTrigger]] [[createUnit]] [[createMine]] [[deleteVehicle]] [[createGroup]] [[createCenter]] [[setVehiclePosition]]
}}
}}


[[Category:Scripting Commands|CREATEVEHICLE]]
{{Note
[[Category:Scripting Commands OFP 1.99|CREATEVEHICLE]]
|user= MrSanchez
[[Category:Scripting Commands OFP 1.96|CREATEVEHICLE]]
|timestamp= 20150822130400
[[Category:Scripting Commands OFP 1.46|CREATEVEHICLE]]
|text= GroundWeaponHolder class is automatically deleted when empty after 0.5 to 1 seconds in A3 1.48. The exact delay is random but never lower than 0.50 secs after creation.
[[Category:Scripting Commands ArmA|CREATEVEHICLE]]
You can stop deletion by adding something (cargo) to it within 0.5 seconds.
[[Category:Command_Group:_Object_Manipulation|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]


<h3 style="display:none">Notes</h3>
{{Note
<dl class="command_description">
|user= AgentRev
<!-- Note Section BEGIN -->
|timestamp= 20170516090500
|text= For the alternative syntax, if the vehicle has <syntaxhighlight lang="cpp" inline>canFloat = 1;</syntaxhighlight> in its config class (e.g. boats and wheeled APCs) the command expects [[Position#PositionAGL|PositionAGL]],
otherwise always [[Position#PositionATL|PositionATL]].
}}


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= demellion
<dd class="notedate">Posted on August 22, 2015 - 13:04 (UTC)</dd>
|timestamp= 20181102121600
<dt class="note">[[User:MrSanchez|MrSanchez]]</dt>
|text= '''WARNING:''' Do not instigate [[createVehicle]] or [[createVehicleLocal]] within a server function executed with [[Arma 3: Functions Library#Pre_and_Post_Init|preInit]] flag.<br>
<dd class="note">
This will cause ''"You cannot play/edit this mission"'' for a vehicles compiled from a [[Arma 3: Startup Parameters#Modifications|-mod]] and make server skip/loop that mission init.
}}


GroundWeaponHolder class is automatically deleted when empty after 0.5 to 1 seconds in A3 1.48. The exact delay is random but never lower than 0.50 secs after creation. You can stop deletion by adding something (cargo) to it within 0.5 seconds.
{{Note
|user= R3vo
|timestamp= 20190810091000
|text= The main syntax creates vehicles at ground level ignoring the Z in ''pos'' and is also faster than the alternative syntax.
<sqf>"vehclass" createVehicle pos;</sqf>


</dd>
This is equivalent to <sqf>createVehicle ["vehclass", [pos select 0, pos select 1, 0], [], 0, "NONE"];</sqf>
</dl>
}}
<!-- DISCONTINUE Notes -->
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on May 16, 2017 - 09:05 (UTC)</dd>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dd class="note">
For the alternative syntax, if the vehicle has <tt>canFloat = 1;</tt> in its config class (e.g. boats and wheeled APCs), the command expects [[PositionAGL]], and otherwise always [[PositionATL]].
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= DreadedEntity
<dd class="notedate">Posted on November 2, 2018 - 12:16 (UTC)</dd>
|timestamp= 20220313172236
<dt class="note">[[User:demellion|demellion]]</dt>
|text= Objects are created with a [[vectorUp]] of [[surfaceNormal|terrain surface normal]]. If you are creating new buildings to add to the map, you will probably want to call [[setVectorUp]] on the newly-spawned object.
<dd class="note">
<sqf>
'''WARNING:''' Do not instigate [[createVehicle]] or [[createVehicleLocal]] within a server function executed with [[Functions_Library_(Arma_3)#Pre_and_Post_Init|preInit]] flag.<br> This will cause ''"You cannot play/edit this mission"'' for a vehicles compiled from a [[Arma_3_Startup_Parameters|-mod]] and make server skip/loop that mission init.
_veh = createVehicle [/*etc...*/];
</dd>
_veh setVectorUp [0,0,1];
</dl>
</sqf>
<!-- DISCONTINUE Notes -->
}}
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on August 10, 2019 - 09:10 (UTC)</dd>
<dt class="note">[[User:R3vo|R3vo]]</dt>
<dd class="note">
The main syntax creates vehicles at ground level ignoring the Z in ''pos'' and is also faster than the alternativ syntax.
<code>"vehclass" [[createVehicle]] ''pos'';</code> This is equivalent to <code>[[createVehicle]] ["vehclass", [''pos'' [[select]] 0, ''pos'' [[select]] 1, 0], [], 0, "NONE"];</code>
</dd>
</dl>
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 19:08, 20 September 2024

Hover & click on the images for description

Description

Description:
Creates an empty object of given classname type. See Arma 3: Assets / Arma 3: createVehicle/vehicles, or Category:CfgVehicles for earlier games.
Arma 3
To avoid vehicle randomisation in Arma 3, set the BIS_enableRandomization variable immediately after creating the vehicle:

private "_vehicle"; isNil { // run unscheduled _vehicle = "C_Offroad_01_F" createVehicle getPosATL player; _vehicle setVariable ["BIS_enableRandomization", false]; }; // the _vehicle variable is available after that

See the Arma 3: Vehicle Customisation page for more information and settings.
Groups:
Object Manipulation

Syntax

Syntax:
type createVehicle position
Parameters:
type: String - vehicle/object className
position: Array format Position - desired placement position. If the exact position is occupied, nearest empty position is used.
Return Value:
Object

Alternative Syntax

Syntax:
createVehicle [type, position, markers, placement, special]
Parameters:
type: String - vehicle/object className
position: Object; Array format Position2D or PositionATL (PositionAGL if watercraft or amphibious) - desired placement position
markers: Array of Strings - (Optional, default []) if the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with setMarkerPos, the vehicle will also be created at given z coordinate.
placement: Number - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.
special: String - (Optional, default "NONE") can be one of the following:
  • "NONE" - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there.
  • "CAN_COLLIDE" - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model.
  • "FLY" - if vehicle is capable of flying and has crew, it will be made airborne at default height.
If special is "" or not specified, default "NONE" is used.
Return Value:
Object - created vehicle or objNull if failed

Examples

Example 1:
_jeep = "Jeep" createVehicle position player;
Example 2:
_heli = "AH1Z" createVehicle getMarkerPos "hspawn";
Example 3:
_veh = createVehicle ["ah1w", position player, [], 0, "FLY"];
Example 4:
_veh = createVehicle ["2S6M_Tunguska", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];
Example 5:
Objects such as
  • "test_EmptyObjectForBubbles"
  • "test_EmptyObjectForFireBig"
  • "test_EmptyObjectForSmoke"
create additional emitters, which are stored in "effects" variable on the object. Since Arma 3 v1.72 these emitters are automatically deleted when object is deleted
0 spawn { private _fire = "test_EmptyObjectForFireBig" createVehicle position player; sleep 5; deleteVehicle _fire; };
Example 6:
The following explosives (ending with _Scripted) can be set off by applying setDamage 1 to them for ease of scripting:
  • "DemoCharge_Remote_Ammo_Scripted"
  • "SatchelCharge_Remote_Ammo_Scripted"
  • "ClaymoreDirectionalMine_Remote_Ammo_Scripted"
_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player; _claymore spawn { sleep 5; _this setDamage 1; };
Example 7:
Add inventory to objects without inventory:
_boxes = "Land_Pallet_MilBoxes_F" createVehicle position player; _cargo = "Supply500" createVehicle [0,0,0]; _cargo attachTo [_boxes, [0,0,0.85]]; // optional for objects that can take damage _boxes addEventHandler ["Killed", { { detach _x, deleteVehicle _x; } forEach attachedObjects (_this select 0); }];
Example 8:
Drop player's weapon:
_weaponHolder = "GroundWeaponHolder_Scripted" createVehicle position player; player action ["DropWeapon", _weaponHolder, currentWeapon player];
Example 9:
The following weapon holders (ending with _Scripted) do not auto-delete when empty. It is up to the mission maker to take care of these:
  • "GroundWeaponHolder_Scripted"
  • "WeaponHolderSimulated_Scripted"
  • "Weapon_Empty" (a special weaponholder that displays only a single weapon, even if it contains magazines for this weapon)
0 spawn { private _weaponHolder = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; _weaponHolder addWeaponCargo ["arifle_Katiba_F", 1]; hint "You have 5 seconds to grab this weapon"; sleep 5; deleteVehicle _weaponHolder; };

Additional Information

See also:
createVehicleLocal create3DENEntity createVehicleCrew createAgent createTrigger createUnit createMine deleteVehicle createGroup createCenter setVehiclePosition

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
MrSanchez - c
Posted on Aug 22, 2015 - 13:04 (UTC)
GroundWeaponHolder class is automatically deleted when empty after 0.5 to 1 seconds in A3 1.48. The exact delay is random but never lower than 0.50 secs after creation. You can stop deletion by adding something (cargo) to it within 0.5 seconds.
AgentRev - c
Posted on May 16, 2017 - 09:05 (UTC)
For the alternative syntax, if the vehicle has canFloat = 1; in its config class (e.g. boats and wheeled APCs) the command expects PositionAGL, otherwise always PositionATL.
demellion - c
Posted on Nov 02, 2018 - 12:16 (UTC)
WARNING: Do not instigate createVehicle or createVehicleLocal within a server function executed with preInit flag.
This will cause "You cannot play/edit this mission" for a vehicles compiled from a -mod and make server skip/loop that mission init.
R3vo - c
Posted on Aug 10, 2019 - 09:10 (UTC)
The main syntax creates vehicles at ground level ignoring the Z in pos and is also faster than the alternative syntax.
"vehclass" createVehicle pos;
This is equivalent to
createVehicle ["vehclass", [pos select 0, pos select 1, 0], [], 0, "NONE"];
DreadedEntity - c
Posted on Mar 13, 2022 - 17:22 (UTC)
Objects are created with a vectorUp of terrain surface normal. If you are creating new buildings to add to the map, you will probably want to call setVectorUp on the newly-spawned object.
_veh = createVehicle [/*etc...*/]; _veh setVectorUp [0,0,1];