deleteVehicle: Difference between revisions

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'''deleteVehicle''' ''unit1''
'''deleteVehicle''' ''unit1''


(3) If you use '''deleteVehicle''' ''unit1'' you cannot use ''unit1'' later in commands like '''[[if]] [[alive]]''' ''unit1'' ''': hint "he's alive"''', it will probably cause a Crash to Desktop. So you have to ask '''[[if]] [[isNull]]''' ''unit1'' ''': [[exit]]''' before using any command (this goes especially for addon scripts).
(3) If you use '''deleteVehicle''' ''unit1'' you cannot use ''unit1'' later in commands like:
 
'''[[if]] [[alive]]''' ''unit1'' ''': hint "he's alive"'''
 
It will probably cause a Crash to Desktop.
 
So you have to ask:
 
'''[[if]] [[isNull obj|isNull]]''' ''unit1'' ''': [[exit]]'''
 
before using any command (this goes especially for addon scripts).


'''Edit:'''  This may be an issue with addons.  It is not a problem for a standard mission.
'''Edit:'''  This may be an issue with addons.  It is not a problem for a standard mission.

Revision as of 00:11, 21 May 2006


deleteVehicle object


Operand types:

object: Object

Type of returned value:

Nothing

Compatibility:

Added in version 1.34

Description:

Delete any unit or vehicle.

Only vehicles inserted in editor or created during mission can be deleted.

Player unit cannot be deleted.


Example:

deleteVehicle tankOne


Comments:

(1) Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game. If you run deleteVehicle for every playable soldier, the AI units will be removed.

( 2) If unit1 is a living unit that is currently located inside a vehicle then
deleteVehicle unit1
will result in some very strange, and unwelcome, things happening. A safe way to delete unit1 if it is, or might be, inside a vehicle is:

unassignVehicle unit1
unit1 setPos [0,0,0]
deleteVehicle unit1

(3) If you use deleteVehicle unit1 you cannot use unit1 later in commands like:

if alive unit1 : hint "he's alive"

It will probably cause a Crash to Desktop.

So you have to ask:

if isNull unit1 : exit

before using any command (this goes especially for addon scripts).

Edit: This may be an issue with addons. It is not a problem for a standard mission.

The line:
if (alive unit1) then {hint"He is alive"} else {hint"Oh no he's not"}
works just fine for living units that have been deleted in a standard mission.