deleteGroup: Difference between revisions

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(locality added and explained)
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|1.00|= Game version
|1.00|= Game version
|arg= local |= Arguments in MP
|eff= global |= Effects in MP
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| Destroys the given group. |= Description
| Destroys the given group. Group must be empty and local to the machine executing command.
 
'''NOTE:''' You cannot find out locality of the group with [[local]] command as it does not work with groups, and neither is [[owner]] or [[setOwner]]. The group will always be local to the client that created it, until the client disconnects, then the group becomes local to the server. |= Description
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| [[createGroup]] |= See also
| [[createGroup]], [[units]], [[group]], [[groupFromNetId]] |= See also


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Revision as of 03:17, 5 February 2014

-wrong parameter ("Arma") defined!-1.00
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Description

Description:
Destroys the given group. Group must be empty and local to the machine executing command. NOTE: You cannot find out locality of the group with local command as it does not work with groups, and neither is owner or setOwner. The group will always be local to the client that created it, until the client disconnects, then the group becomes local to the server.
Groups:
Uncategorised

Syntax

Syntax:
deleteGroup group
Parameters:
group: Group
Return Value:
Nothing

Examples

Example 1:
deleteGroup _groupname

Additional Information

See also:
createGroupunitsgroupgroupFromNetId

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

Notes

Posted on December 17, 2006 - 00:34
ColonelSandersLite

The deleteGroup Command does not work when there are living members of in the group. It doesn't error, it simply doesn't do anything.
--5133p39 07:50, 10 July 2007 (CEST)
Living or not doesn't matter - you can't delete the group while it contains any units - even dead ones. It takes few seconds until a dead unit is automatically removed from its group.
Posted on September 12, 2013 - 03:54
LongEnoughName
deleteGroup will only delete local groups even if called by server. Say we have a situation where client creates a group and puts a unit there and later unit dies\gets deleted, server will not be able to delete that empty group until client leaves the game and group ownership switches to server

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