BIS fnc createRuin: Difference between revisions
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|game1= arma3 | |game1= arma3 | ||
|version1= 1.76 | |version1= 1.76 | ||
Line 15: | Line 14: | ||
|r1= [[Object]] - the created ruin | |r1= [[Object]] - the created ruin | ||
|x1= < | |x1= <sqf>aBuilding call BIS_fnc_createRuin;</sqf> | ||
|x2= < | |x2= <sqf> | ||
// will destroy every building in a 50m radius around the player | |||
private _nearBuildings = player nearObjects ["House", 50]; | |||
{ _x call BIS_fnc_createRuin } forEach _nearBuildings; | |||
</sqf> | |||
|seealso= [[setDamage]] | |seealso= [[setDamage]] | ||
}} | }} | ||
{{Note | |||
|user= Beno_83au | |||
|timestamp= 20190601131400 | |||
|text= In MP this function doesn't hide the building globally, so other clients will see both the original building ''AND'' the newly created ruined building - {{Link|https://feedback.bistudio.com/T140045}}. | |||
To get around this I've been hiding the object manually on all other clients: | |||
<sqf> | |||
In MP this function doesn't hide the building globally, so other clients will see both the original building ''AND'' the newly created ruined building - https://feedback.bistudio.com/T140045. To get around this I've been hiding the object manually on all other clients:< | _building call BIS_fnc_createRuin; | ||
[_building, true] remoteExecCall ["hideObject", -clientOwner]; | |||
This will run | </sqf> | ||
This will run [[hideObject]] on all other clients besides the client (or server) that this was executed from. | |||
}} | |||
Latest revision as of 16:21, 10 September 2023
Description
- Description:
- Create a building ruin and hide the original object.
- Execution:
- call
- Groups:
- Environment
Syntax
- Syntax:
- building call BIS_fnc_createRuin
- Parameters:
- building: Object - building to "destroy"
- Return Value:
- Object - the created ruin
Examples
- Example 1:
- Example 2:
Additional Information
- See also:
- setDamage
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 01, 2019 - 13:14 (UTC)
-
In MP this function doesn't hide the building globally, so other clients will see both the original building AND the newly created ruined building - [1].
To get around this I've been hiding the object manually on all other clients:
This will run hideObject on all other clients besides the client (or server) that this was executed from.