createVehicleLocal: Difference between revisions
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{{RV|type=command | |||
|game1= arma1 | |||
|version1= 1.00 | |||
|game2= arma2 | |||
|version2= 1.00 | |||
|game3= arma2oa | |||
|version3= 1.50 | |||
|game4= tkoh | |||
|version4= 1.00 | |||
|game5= arma3 | |||
|version5= 0.50 | |||
|eff= local | |||
|gr1= Object Manipulation | |||
[[ | |descr= Creates an object of the given type. The Created object is not transferred through network in MP games. | ||
[[netId]] of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use [[CfgDisabledCommands]] to blacklist this command. | |||
Alternatively, you can use [[createSimpleObject]] with local option enabled where applicable. | |||
|s1= type [[createVehicleLocal]] position | |||
|p1= type: [[String]] - vehicle/object className | |||
|p2= position: [[Array]] format [[Position#PositionAGL|PositionAGL]] | |||
|r1= [[Object]] | |||
|s2= [[createVehicleLocal]] [type, position, markers, placement, special] | |||
|s2since= arma3 2.14 | |||
|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. | |||
|p24= placement: [[Number]] - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius. | |||
|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. | |||
|r2= [[Object]] - created vehicle or [[objNull]] if failed | |||
|x1= <sqf>_lightSource = "#lightpoint" createVehicleLocal _pos;</sqf> | |||
|x2= Multiple types: | |||
<sqf> | |||
private _lightSource = "#lightsource" createVehicleLocal _pos; // see [[Light Source Tutorial]] | |||
private _lightReflector = "#lightreflector" createVehicleLocal _pos; // see [[Light Source Tutorial]] - since {{arma3}} v2.06 | |||
private _particleSource = "#particlesource" createVehicleLocal _pos; // see [[Particles Tutorial]] | |||
private _dynamicSound = "#dynamicsound" createVehicleLocal _pos; // see [[createSoundSource]] | |||
</sqf> | |||
|x3= <sqf> | |||
// since {{arma3}} v2.14 | |||
private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"]; | |||
</sqf> | |||
|seealso= [[createVehicle]] [[createMine]] [[deleteVehicle]] [[createUnit]] | |||
}} | |||
{{Note | |||
|user= Kronzky | |||
|timestamp= 20080605071800 | |||
|text= If the object that is created is of the type ammo, then it will created on '''all''' clients (''tested only on VBS2''). | |||
}} | |||
{{Note | |||
|user= DamonDaemon | |||
|timestamp= 20130905180400 | |||
|text= Indeed the type of Ammo is transfered to '''ALL''' clients, but apparently also the muzzle effects (firing sound, light, etc.); this includes muzzles from Horns (Truck or Car Horn, Bicycle bells, etc.) as well as any other weapon. Tested on {{Name|arma1|short}} - {{Name|arma2oa|short}} (latest patch). | |||
}} | |||
{{Note | |||
|user= demellion | |||
|timestamp= 20181102121600 | |||
|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> | |||
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. | |||
}} |
Latest revision as of 00:06, 4 March 2024
Description
- Description:
- Creates an object of the given type. The Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use CfgDisabledCommands to blacklist this command. Alternatively, you can use createSimpleObject with local option enabled where applicable.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- type createVehicleLocal position
- Parameters:
- type: String - vehicle/object className
- position: Array format PositionAGL
- Return Value:
- Object
Alternative Syntax
- Syntax:
- createVehicleLocal [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.
- Return Value:
- Object - created vehicle or objNull if failed
Examples
- Example 1:
- Example 2:
- Multiple types:
private _lightSource = "#lightsource" createVehicleLocal _pos; // see Light Source Tutorial private _lightReflector = "#lightreflector" createVehicleLocal _pos; // see Light Source Tutorial - since Arma 3 v2.06 private _particleSource = "#particlesource" createVehicleLocal _pos; // see Particles Tutorial private _dynamicSound = "#dynamicsound" createVehicleLocal _pos; // see createSoundSource
- Example 3:
- // since Arma 3 v2.14 private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];
Additional Information
- See also:
- createVehicle createMine deleteVehicle createUnit
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
- Posted on Jun 05, 2008 - 07:18 (UTC)
- If the object that is created is of the type ammo, then it will created on all clients (tested only on VBS2).
- Posted on Sep 05, 2013 - 18:04 (UTC)
- Indeed the type of Ammo is transfered to ALL clients, but apparently also the muzzle effects (firing sound, light, etc.); this includes muzzles from Horns (Truck or Car Horn, Bicycle bells, etc.) as well as any other weapon. Tested on ArmA - Arma 2:OA (latest patch).
- 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.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Local Effect