BIS fnc createRuin: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "|= Game name " to "|Game name= ") |
Lou Montana (talk | contribs) m (Text replacement - "|= Game version" to "|Game version=") |
||
Line 5: | Line 5: | ||
| arma3 |Game name= | | arma3 |Game name= | ||
|1.76| | |1.76|Game version= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 06:23, 30 August 2019
Description
- Description:
- Create a building ruin and hide the original object.
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- building call BIS_fnc_createRuin
- Parameters:
- building: Object - building to "destroy"
- Return Value:
- Object - the created ruin
Examples
- Example 1:
aBuilding call BIS_fnc_createRuin;
- Example 2:
// will destroy every building in a 50m radius around the player { _x call BIS_fnc_createRuin; } forEach (player nearObjects ["House", 50]);
Additional Information
- See also:
- See also needed
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 1, 2019 - 13:14 (UTC)
- beno_83au
-
In MP this function doesn't hide the building globally, so other clients will see both the original building AND the newly created ruined building - https://feedback.bistudio.com/T140045. To get around this I've been hiding the object manually on all other clients:
_building call BIS_fnc_createRuin;
[_building,true] remoteExecCall ["hideObject",-clientOwner];
This will run hideObject on all other clients besides the client (or server) that this was executed from.