deleteVehicle: Difference between revisions
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| Deletes an object.<br> | | Deletes an object.<br> | ||
Only units inserted in the mission editor and units created during the game's progress can be deleted by this command. Island objects and player units cannot be removed. | Only units inserted in the mission editor and units created during the game's progress can be deleted by this command. Island objects and player units cannot be removed. Deleting a vehicle, which is still being accessed by a running script, can result in a CTD.<br><br> | ||
Deleting a vehicle, which is still being accessed by a running script, can result in a CTD.|= Description | '''NOTE''': Actual object deletion, when object becomes [[objNull]], happens on the next frame after command execution, but there are some object modifications that happen immediately. For example if the object is unit in a group, it immediately becomes groupless <tt>[[isNull]] [[group]] _unit; //true</tt> |= Description | ||
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Revision as of 10:39, 9 January 2017
Description
- Description:
- Deletes an object.
Only units inserted in the mission editor and units created during the game's progress can be deleted by this command. Island objects and player units cannot be removed. Deleting a vehicle, which is still being accessed by a running script, can result in a CTD.
NOTE: Actual object deletion, when object becomes objNull, happens on the next frame after command execution, but there are some object modifications that happen immediately. For example if the object is unit in a group, it immediately becomes groupless isNull group _unit; //true - Multiplayer:
- A deleted player unit will stay visible until that player has disconnected.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
deleteVehicle _house1;
- Example 2:
{ _x action ["Eject", car]; } forEach crew car; deleteVehicle car;
- Example 3:
- Objects such as
- test_EmptyObjectForBubbles
- test_EmptyObjectForFireBig
- test_EmptyObjectForSmoke
///--- function to delete test object (MP compatible) fnc_deleteTestObj = { _this addMPEventHandler ["MPKilled", { _this = _this select 0; { deleteVehicle _x; } forEach (_this getVariable ["effects", []]); if (isServer) then { deleteVehicle _this; }; }]; _this setDamage 1; }; ///--- example [] spawn { _fire = "test_EmptyObjectForFireBig" createVehicle position player; sleep 5; _fire call fnc_deleteTestObj; };
Additional Information
Notes
-
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Notes
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.34
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Unit Control
- Command Group: Object Manipulation