hideObjectGlobal: Difference between revisions

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As of '''A3 1,62.134494''' running '''hideObjectGlobal''' in big loop may cause some objects not to be hidden for a players already connected or passed '''JIP'''. To avoid players rendering desync consider running that in '''preInit''' schedule of a server.
As of '''A3 1,62.134494''' running '''hideObjectGlobal''' in big loop may cause some objects not to be hidden for a players already connected or passed '''JIP'''. To avoid players rendering desync consider running that in '''preInit''' schedule of a server.
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<dd class="notedate">Posted on August 6, 2017 - 10:16 (UTC)</dd>
<dt class="note">[[User:DrSova|DrSova]]</dt>
<dd class="note">
If you run this command from client, it will work as hideObject
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Revision as of 11:16, 6 August 2017

Hover & click on the images for description

Description

Description:
MP command. Hides object on all connected clients as well as JIP. Call on the server only. Can be used on all objects with class names, i.e. (typeOf object != "").
Groups:
Uncategorised

Syntax

Syntax:
hideObjectGlobal object
Parameters:
object: Object - object to hide
Return Value:
Nothing

Alternative Syntax

Syntax:
object hideObjectGlobal hidden
Parameters:
object: Object
hidden: Boolean - true->hidden; false->visible
Return Value:
Nothing

Examples

Example 1:
hideObjectGlobal nearestBuilding [2500,2500,0];
Example 2:
objectname hideObjectGlobal true;

Additional Information

See also:
hideObjectisObjectHiddendeleteCollection

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

Bottom Section

Posted on June 27, 2015 - 18:14 (UTC)
DreadedEntity
hideObject and hideObjectGlobal disable object collision in addition to rendering. A3 1.45.131175 (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)
Posted on September 1, 2016 - 12:04 (UTC)
Demellion
As of A3 1,62.134494 running hideObjectGlobal in big loop may cause some objects not to be hidden for a players already connected or passed JIP. To avoid players rendering desync consider running that in preInit schedule of a server.
Posted on August 6, 2017 - 10:16 (UTC)
DrSova
If you run this command from client, it will work as hideObject