deleteVehicle: Difference between revisions
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[[Category:Scripting Commands|DELETEVEHICLE]] | [[Category:Scripting Commands|DELETEVEHICLE]] | ||
[[Category:Scripting Commands OFP 1. | [[Category:Scripting Commands OFP 1.96|DELETEVEHICLE]] | ||
[[Category:Scripting Commands OFP 1.46|DELETEVEHICLE]] | [[Category:Scripting Commands OFP 1.46|DELETEVEHICLE]] | ||
[[Category:Scripting Commands ArmA|DELETEVEHICLE]] | [[Category:Scripting Commands ArmA|DELETEVEHICLE]] |
Revision as of 20:13, 1 June 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"}