hideObject: Difference between revisions

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m (template:command argument fix)
m (template:command argument fix)
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|1.06|= Game version
|1.06|= Game version


|arg= global |= Effects in MP
|arg= global |Multiplayer Effects=


|eff= local |= Effects in MP
|eff= local |Multiplayer Effects=
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Revision as of 11:09, 5 August 2019

Hover & click on the images for description

Description

Description:
Hide entity. Can be used on soldiers and vehicles, also on static objects.
Multiplayer:
Command has local effect, needs to be run on each client.
Groups:
Uncategorised

Syntax

Syntax:
hideObject object
Parameters:
object: Object
Return Value:
Nothing

Alternative Syntax

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

Examples

Example 1:
hideObject unitName;
Example 2:
objectName hideObject true;

Additional Information

See also:
isObjectHiddenhideObjectGlobaldeleteCollection

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 July 15, 2010 - 20:00
Shuko
This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible.
McHide
Use MP framework to activate this comand on all players from server or any other maschine _nic = [nil, mantohide, "per", rHideObject, true ] call RE; //In A3 use hideObjectGlobal instead.
Demonized
you can use code as in example 2, where true = ON and false = OFF, if using it like in example 1, you can only turn it ON
DamonDaemon
using this locally causes the player/object disappear only locally; has to be executed serverside if used in MP. Hidden Vehicles still emit smoke/rotor blade dust and (probably) still emit engine sounds. Usefull for creating objects the map-creator doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units.
neokika
The above comment is partially incorrect, if the effects of the command are local then it must be executed in every machine so it has global effect. If it is run only on the server machine, it will only be hidden on the server, while clients still see it.
Posted on March 5, 2014 - 16:25
[CAD] Krycek
As of today this now finally has a Global counterpart, just released on the Stable branch. Added it's link under See also.

Bottom Section

Posted on October 30, 2014 - 05:54 (UTC)
Benargee
When used on player, it only has an effect on third person mode. First person LOD is still visible. (A3 Dev 1.33)
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 January 26, 2016 - 22:34 (UTC)
Bloodwyn1756
Sometimes it´s easier to teleport the object about 100m under the ground (also JiP Support): _obj setPosATL [getPosATL _obj select 0, getPosATL _obj select 1, (getPosATL _obj select 2)-100]; And to unhide: _obj setPosATL [getPosATL _obj select 0, getPosATL _obj select 1, (getPosATL _obj select 2)+100];