deleteVehicle: Difference between revisions
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*Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game. If you run '''deleteVehicle''' for every playable soldier, the AI units will be removed. | *Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game. If you run '''deleteVehicle''' for every playable soldier, the AI units will be removed. | ||
*If ''unit1'' is a living unit that is currently located inside a vehicle then | *If ''unit1'' is a living unit that is currently located inside a vehicle then | ||
'''deleteVehicle''' ''unit1'' | '''deleteVehicle''' ''unit1'' | ||
will result in some very strange, and unwelcome, things happening. A safe way to delete ''unit1'' if it is, or might be, inside a vehicle is: | will result in some very strange, and unwelcome, things happening. A safe way to delete ''unit1'' if it is, or might be, inside a vehicle is: | ||
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*You need have no concern over attempting to access deleted units in subsequent scripts.<br> | *You need have no concern over attempting to access deleted units in subsequent scripts.<br> | ||
The line below works just fine for units that have been deleted. | The line below works just fine for units that have been deleted. | ||
[[if]] ([[alive]] ''unit1'') [[then]] {[[hint]]"He is alive"} [[else]] {[[hint]]"Oh no he's not"} | [[if]] ([[alive]] ''unit1'') [[then]] {[[hint]]"He is alive"} [[else]] {[[hint]]"Oh no he's not"} |
Revision as of 20:19, 31 May 2006
deleteVehicle object
Operand types:
object: Object
Type of returned value:
Compatibility:
Added in version 1.34
Description:
Delete any unit or vehicle.
Only vehicles inserted in editor or created during mission can be deleted.
Player unit cannot be deleted.
Example:
deleteVehicle tankOne
Comments:
- Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game. If you run deleteVehicle for every playable soldier, the AI units will be removed.
- If unit1 is a living unit that is currently located inside a vehicle then
deleteVehicle unit1
will result in some very strange, and unwelcome, things happening. A safe way to delete unit1 if it is, or might be, inside a vehicle is:
unassignVehicle unit1 unit1 setPos [0,0,0] deleteVehicle unit1
- You need have no concern over attempting to access deleted units in subsequent scripts.
The line below works just fine for units that have been deleted.
if (alive unit1) then {hint"He is alive"} else {hint"Oh no he's not"}