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. <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. 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

Hover & click on the images for description

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

Syntax:
deleteVehicle object
Parameters:
object: Object
Return Value:
Nothing

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
create additional emitters that needs to be deleted first before deleting the object itself: ///--- 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

See also:
createUnitcreateVehicleLocalcreateVehicle

Notes

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Notes

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