createVehicle array: Difference between revisions
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Revision as of 16:50, 2 September 2014
Description
- Description:
- Creates a vehicle of the given type (type is the name of the subclass in CfgVehicles). If the markers array contains several marker names, the position of a random one is used. Otherwise, the given position is used. The vehicle is placed inside a circle with this position as center and placement as its radius. Special properties can be: "NONE", "FLY" and "FORM". "CAN_COLLIDE" creates the vehicle exactly where asked, not checking if others objects can cross its 3D model.
- Groups:
- Uncategorised
Syntax
- Syntax:
- createVehicle [type, position, markers, placement, special]
- Parameters:
- [type, position, markers, placement, special]: Array
- type: String
- position: Position
- markers: Array
- placement: Number
- special: String
- Return Value:
- Object
Examples
- Example 1:
_veh = createVehicle ["ah1w", position player, [], 0, "FLY"]
- Example 2:
_veh = createVehicle ["2S6M_Tunguska", getMarkerPos "marker1",["marker2","marker3"], 0, "NONE"]
Additional Information
- See also:
- createVehiclecreateVehicleCrewcreateVehicleLocalcreateUnitcreateUnit arraydeleteVehiclecreateGroupcreateCenter
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 25 Jun, 2014 - 15:50
- ffur2007slx2_5
-
(ArmA3 1.22)Types that createVehicle can create or not:
types availability unit Yes (unit is lifeless) vehicles, objects & ammos (cfgAmmo) Yes Locations (Base, Area, Camp, City, Outpost, Town, Village) N/A (Only createVehicleLocal/createUnit available) Misc (Curator, Lock, Unlock) N/A (Only createVehicleLocal/createUnit available) Game Logic N/A (Only createVehicleLocal/createUnit available) Sides (BULFOR, REDFOR, Independent) N/A (Only createVehicleLocal/createUnit available) Modules N/A (Only createVehicleLocal/createUnit available) Sources (#lightpoint, #particlesource etc) Yes Virtual Entities (Zeus) Yes
Bottom Section
- Posted on July 30, 2014 - 01:49 (UTC)
- AgentRevolution
-
(A3)The position parameter for this command is always interpreted as PositionATL.
Categories:
- Scripting Commands
- Introduced with Arma version 1.00
- Arma: New Scripting Commands
- Arma: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Object Manipulation