createVehicle: Difference between revisions
Jump to navigation
Jump to search
m (Bot: Reverted to revision 110085 by demellion on 2018-11-02T12:16:28Z) |
m (template:command argument fix) |
||
Line 28: | Line 28: | ||
<code>[this, [[true]], [[true]], [[true]]] call bis_fnc_initVehicle;</code> | <code>[this, [[true]], [[true]], [[true]]] call bis_fnc_initVehicle;</code> | ||
if done in mission editor init field.<br><br> | if done in mission editor init field.<br><br> | ||
Check [[Vehicle Customization (VhC)]] page for more info about the parameters. |= | Check [[Vehicle Customization (VhC)]] page for more info about the parameters. |DESCRIPTION= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| type '''createVehicle''' position |= | | type '''createVehicle''' position |SYNTAX= | ||
|p1= type: [[String]] - vehicle/object className |= | |p1= type: [[String]] - vehicle/object className |PARAMETER1= | ||
|p2= position: [[Position]] - Desired placement position. If the exact position is occupied, nearest empty position is used. | |p2= position: [[Position]] - Desired placement position. If the exact position is occupied, nearest empty position is used. | ||
|= | |PARAMETER2= | ||
| [[Object]] |= | | [[Object]] |RETURNVALUE= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| s2= '''createVehicle''' [type, position, markers, placement, special] |= | | s2= '''createVehicle''' [type, position, markers, placement, special] |SYNTAX= | ||
|p21= [type, position, markers, placement, special]: [[Array]] |= | |p21= [type, position, markers, placement, special]: [[Array]] |PARAMETER1= | ||
|p22= type: [[String]] - vehicle/object className |= | |p22= type: [[String]] - vehicle/object className |PARAMETER2= | ||
|p23= position: [[PositionATL]] ([[PositionAGL]] if boat or amphibious), [[Position2D]], or [[Object]] - Desired placement position |= | |p23= position: [[PositionATL]] ([[PositionAGL]] if boat or amphibious), [[Position2D]], or [[Object]] - Desired placement position |PARAMETER3= | ||
|p24= markers: [[Array]] - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with [[setMarkerPos]], the vehicle will also be created at given z coordinate. |= | |p24= markers: [[Array]] - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with [[setMarkerPos]], the vehicle will also be created at given z coordinate. |PARAMETER4= | ||
|p25= placement: [[Number]] - The vehicle is placed inside a circle with given position as center and placement as its radius|= | |p25= placement: [[Number]] - The vehicle is placed inside a circle with given position as center and placement as its radius|PARAMETER5= | ||
|p26= special: [[String]] - <tt>"NONE"</tt>, <tt>"FLY"</tt>, <tt>"FORM"</tt>, <tt>"CAN_COLLIDE"</tt>. "CAN_COLLIDE" creates the vehicle exactly where asked, not checking if others objects can cross its 3D model. |= | |p26= special: [[String]] - <tt>"NONE"</tt>, <tt>"FLY"</tt>, <tt>"FORM"</tt>, <tt>"CAN_COLLIDE"</tt>. "CAN_COLLIDE" creates the vehicle exactly where asked, not checking if others objects can cross its 3D model. |PARAMETER6= | ||
| r2= [[Object]] |= | | r2= [[Object]] |RETURNVALUE= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <code>_jeep = "Jeep" [[createVehicle]] [[position]] [[player]];</code> |= | |x1= <code>_jeep = "Jeep" [[createVehicle]] [[position]] [[player]];</code> |EXAMPLE1= | ||
|x2= <code>_heli = "AH1Z" [[createVehicle]] [[getMarkerPos]] "hspawn";</code> |= | |x2= <code>_heli = "AH1Z" [[createVehicle]] [[getMarkerPos]] "hspawn";</code> |EXAMPLE2= | ||
|x3= <code>_veh = [[createVehicle]] ["ah1w", [[position]] [[player]], [], 0, "FLY"];</code> |= | |x3= <code>_veh = [[createVehicle]] ["ah1w", [[position]] [[player]], [], 0, "FLY"];</code> |EXAMPLE3= | ||
|x4 = <code>_veh = [[createVehicle]] ["2S6M_Tunguska", [[getMarkerPos]] "marker1", ["marker2","marker3"], 0, "NONE"];</code> |= | |x4 = <code>_veh = [[createVehicle]] ["2S6M_Tunguska", [[getMarkerPos]] "marker1", ["marker2","marker3"], 0, "NONE"];</code> |EXAMPLE4= | ||
|x5= Objects such as | |x5= Objects such as | ||
* test_EmptyObjectForBubbles | * test_EmptyObjectForBubbles | ||
Line 73: | Line 73: | ||
[[sleep]] 5; | [[sleep]] 5; | ||
[[deleteVehicle]] _fire; | [[deleteVehicle]] _fire; | ||
};</code> |= | };</code> |EXAMPLE5= | ||
|x6=The following explosives (with ending _Scripted) | |x6=The following explosives (with ending _Scripted) | ||
* DemoCharge_Remote_Ammo_Scripted | * DemoCharge_Remote_Ammo_Scripted | ||
Line 84: | Line 84: | ||
_this [[setDamage]] 1; | _this [[setDamage]] 1; | ||
}; | }; | ||
</code> |= | </code> |EXAMPLE6= | ||
|x7= How to add inventory to objects without inventory:<code>_boxes = "Land_Pallet_MilBoxes_F" [[createVehicle]] [[position]] [[player]]; | |x7= How to add inventory to objects without inventory:<code>_boxes = "Land_Pallet_MilBoxes_F" [[createVehicle]] [[position]] [[player]]; | ||
_cargo = "Supply500" [[createVehicle]] [0,0,0]; | _cargo = "Supply500" [[createVehicle]] [0,0,0]; | ||
Line 98: | Line 98: | ||
[[forEach]] [[attachedObjects]] (_this [[select]] 0); | [[forEach]] [[attachedObjects]] (_this [[select]] 0); | ||
}];</code> | }];</code> | ||
|= | |EXAMPLE7= | ||
|x8= Drop weapon:<code>_wh = "GroundWeaponHolder_Scripted" [[createVehicle]] [[position]] [[player]]; | |x8= Drop weapon:<code>_wh = "GroundWeaponHolder_Scripted" [[createVehicle]] [[position]] [[player]]; | ||
[[player]] [[action]] ["DropWeapon", _wh, [[currentWeapon]] [[player]]];</code> |= | [[player]] [[action]] ["DropWeapon", _wh, [[currentWeapon]] [[player]]];</code> |EXAMPLE7= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|[[createVehicleLocal]], [[createVehicleCrew]], [[createAgent]], [[createTrigger]], [[createUnit]], [[deleteVehicle]], [[createGroup]], [[createCenter]], [[setVehiclePosition]] |= | |[[createVehicleLocal]], [[createVehicleCrew]], [[createAgent]], [[createTrigger]], [[createUnit]], [[deleteVehicle]], [[createGroup]], [[createCenter]], [[setVehiclePosition]] |SEEALSO= | ||
}} | }} |
Revision as of 14:36, 7 April 2019
Description
- Description:
- Creates an empty object of given classname type (See Arma 3 Assets or createVehicle/vehicles). Cannot be used to create objects of type "Logic", use createUnit command for that.
For a class reference from older games see Classes.
Some special and 'Scripted' vehicle classes:- "DemoCharge_Remote_Ammo_Scripted" - same as DemoCharge_Remote_Ammo but will explode when destroyed or setDamage 1;
- "SatchelCharge_Remote_Ammo_Scripted" - same as SatchelCharge_Remote_Ammo but will explode when destroyed or setDamage 1;
- "ClaymoreDirectionalMine_Remote_Ammo_Scripted" - same as ClaymoreDirectionalMine_Remote_Ammo but will explode when destroyed or setDamage 1;
- "GroundWeaponHolder_Scripted" - same as GroundWeaponHolder but will not be auto-deleted when empty
- "WeaponHolderSimulated_Scripted" - same as WeaponHolderSimulated but will not be auto-deleted when empty
- "Weapon_Empty" - a special weaponholder that would display only a single weapon, even if the weaponholder also contains magazines for this weapon. Will not auto-delete when empty.
Randomization:
In Arma 3 many vehicles will get randomized in appearance by default in order to add some variety to the game. It is possible to override this default behavior by setting BIS_enableRandomization variable to false in the vehicle namespace:_veh = "C_Offroad_01_F" createVehicle position player; [_veh, true, true, true] call bis_fnc_initVehicle;
or[this, true, true, true] call bis_fnc_initVehicle;
if done in mission editor init field.
Check Vehicle Customization (VhC) page for more info about the parameters. - Groups:
- Uncategorised
Syntax
- Syntax:
- type createVehicle position
- Parameters:
- type: String - vehicle/object className
- position: Position - Desired placement position. If the exact position is occupied, nearest empty position is used.
- Return Value:
- Object
Alternative Syntax
- Syntax:
- createVehicle [type, position, markers, placement, special]
- Parameters:
- [type, position, markers, placement, special]: Array
- type: String - vehicle/object className
- position: PositionATL (PositionAGL if boat or amphibious), Position2D, or Object - Desired placement position
- markers: Array - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with setMarkerPos, the vehicle will also be created at given z coordinate.
- placement: Number - The vehicle is placed inside a circle with given position as center and placement as its radius
- special: String - "NONE", "FLY", "FORM", "CAN_COLLIDE". "CAN_COLLIDE" creates the vehicle exactly where asked, not checking if others objects can cross its 3D model.
- Return Value:
- Object
Examples
- Example 1:
_jeep = "Jeep" createVehicle position player;
- Example 2:
_heli = "AH1Z" createVehicle getMarkerPos "hspawn";
- Example 3:
_veh = createVehicle ["ah1w", position player, [], 0, "FLY"];
- Example 4:
_veh = createVehicle ["2S6M_Tunguska", getMarkerPos "marker1", ["marker2","marker3"], 0, "NONE"];
- Example 5:
- Objects such as
- test_EmptyObjectForBubbles
- test_EmptyObjectForFireBig
- test_EmptyObjectForSmoke
[] spawn { _fire = "test_EmptyObjectForFireBig" createVehicle position player; sleep 5; deleteVehicle _fire; };
- Example 6:
- The following explosives (with ending _Scripted)
- DemoCharge_Remote_Ammo_Scripted
- SatchelCharge_Remote_Ammo_Scripted
- ClaymoreDirectionalMine_Remote_Ammo_Scripted
_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player; 0 = _claymore spawn { uiSleep 5; _this setDamage 1; };
- Example 7:
- How to add inventory to objects without inventory:
_boxes = "Land_Pallet_MilBoxes_F" createVehicle position player; _cargo = "Supply500" createVehicle [0,0,0]; _cargo attachTo [_boxes, [0,0,0.85]]; // optional for objects that can take damage _boxes addEventHandler ["Killed", { { detach _x, deleteVehicle _x; } forEach attachedObjects (_this select 0); }];
- Example 8:
- Drop weapon:
_wh = "GroundWeaponHolder_Scripted" createVehicle position player; player action ["DropWeapon", _wh, currentWeapon player];
Additional Information
- See also:
- createVehicleLocalcreateVehicleCrewcreateAgentcreateTriggercreateUnitdeleteVehiclecreateGroupcreateCentersetVehiclePosition
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 January 14, 2011
- Galzohar
- In multiplayer, only run this command on one machine. It will create a the vehicle on all machines every time it is called on any machine.
- Posted on September 12, 2014 - 07:59 (UTC)
- Killzone Kid
- "vehclass" createVehicle pos is the same if not faster than createVehicle ["vehclass", pos, [], 0, "NONE"]
- Posted on August 22, 2015 - 13:04 (UTC)
- MrSanchez
- GroundWeaponHolder class is automatically deleted when empty after 0.5 to 1 seconds in A3 1.48. The exact delay is random but never lower than 0.50 secs after creation. You can stop deletion by adding something (cargo) to it within 0.5 seconds.
- Posted on December 1, 2015 - 16:46 (UTC)
- Zectbumo
- The short syntax creates vehicles at ground level ignoring the Z in pos
"vehclass" createVehicle pos
This is equivalent tocreateVehicle ["vehclass", [pos select 0, pos select 1, 0], [], 0, "NONE"]
- Posted on May 16, 2017 - 09:05 (UTC)
- AgentRev
- For the alternative syntax, if the vehicle has canFloat = 1; in its config class (e.g. boats and wheeled APCs), the command expects PositionAGL, and otherwise always PositionATL.
- Posted on November 2, 2018 - 12:16 (UTC)
- demellion
-
WARNING: Do not instigate createVehicle or createVehicleLocal within a server function executed with preInit flag.
This will cause "You cannot play/edit this mission" for a vehicles compiled from a -mod and make server skip/loop that mission init.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.34
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Manipulation
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters