hideObject: Difference between revisions
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{{ | {{RV|type=command | ||
| arma2 |= | |game1= arma2 | ||
|version1= 1.06 | |||
|1. | |game2= arma2oa | ||
|version2= 1.50 | |||
| | |game3= tkoh | ||
|version3= 1.00 | |||
| | |game4= arma3 | ||
|version4= 0.50 | |||
| | |arg= global | ||
| | |eff= local | ||
| | |gr1= Object Manipulation | ||
| | |descr= Hide entity. Can be used on soldiers and vehicles, also on static objects. | ||
| | |s1= [[hideObject]] object | ||
| | |p1= object: [[Object]] | ||
| | |r1= [[Nothing]] | ||
|s2= object [[hideObject]] hidden | |||
|p21= object: [[Object]] | |||
|p22= hidden: [[Boolean]] - [[true]]->hidden; [[false]]->visible | |||
|r2= [[Nothing]] | |||
|x1= <sqf>hideObject unitName;</sqf> | |||
|x2= <sqf>objectName hideObject true;</sqf> | |||
|seealso= [[isObjectHidden]] [[hideObjectGlobal]] [[deleteCollection]] | |||
}} | |||
{{Note | |||
|user= Shuko | |||
|timestamp= 20100715200000 | |||
|text= This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible. | |||
}} | }} | ||
< | {{Note | ||
|user= McHide | |||
|timestamp= 20110204081300 | |||
|text= Use MP framework to activate this command on all players from server or any other maschine | |||
<sqf>_nic = [nil, mantohide, "per", rHideObject, true] call RE; // In A3 use hideObjectGlobal instead.</sqf> | |||
}} | |||
{{Note | |||
|user= DamonDaemon | |||
|timestamp= 20120210063600 | |||
|text= Hidden Vehicles still emit smoke/rotor blade dust and (probably) still emit engine sounds. | |||
Useful for creating objects the mission maker doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units. | |||
}} | |||
{{Note | |||
|user= Benargee | |||
|timestamp= 20141030055400 | |||
|game= arma3 | |||
|version= 1.33 | |||
|text= When used on player, it only has an effect on third person mode. First person [[LOD]] is still visible. | |||
}} | |||
{{Note | |||
|user= DreadedEntity | |||
[[ | |timestamp= 20150627181400 | ||
[[ | |game= arma3 | ||
|version= 1.45 | |||
|text= [[hideObject]] and [[hideObjectGlobal]] disable object collision in addition to rendering. | |||
(tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be) | |||
}} |
Latest revision as of 17:49, 8 November 2023
Description
- Description:
- Hide entity. Can be used on soldiers and vehicles, also on static objects.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- hideObject object
- Parameters:
- object: Object
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- object hideObject hidden
- Parameters:
- object: Object
- hidden: Boolean - true->hidden; false->visible
- Return Value:
- Nothing
Examples
- Example 1:
- hideObject unitName;
- Example 2:
Additional Information
- See also:
- isObjectHidden hideObjectGlobal deleteCollection
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 Jul 15, 2010 - 20:00 (UTC)
- This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible.
- Posted on Feb 04, 2011 - 08:13 (UTC)
- Use MP framework to activate this command on all players from server or any other maschine
- Posted on Feb 10, 2012 - 06:36 (UTC)
- Hidden Vehicles still emit smoke/rotor blade dust and (probably) still emit engine sounds. Useful for creating objects the mission maker doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units.
- Posted on Oct 30, 2014 - 05:54 (UTC)
-
When used on player, it only has an effect on third person mode. First person LOD is still visible.
- Posted on Jun 27, 2015 - 18:14 (UTC)
-
hideObject and hideObjectGlobal disable object collision in addition to rendering. (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)