createVehicle: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...) |
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{{Command | {{Command | ||
| ofp | | ofp | ||
|1.34 | |1.34 | ||
|eff= global | |eff= global | ||
|gr1= Object Manipulation | |gr1= Object Manipulation | ||
| Creates an empty object of given classname type. | | Creates an empty object of given classname type. | ||
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<code>[[private]] _vehicle {{=}} "C_Offroad_01_F" [[createVehicle]] [[position]] [[player]]; | <code>[[private]] _vehicle {{=}} "C_Offroad_01_F" [[createVehicle]] [[position]] [[player]]; | ||
_vehicle [[setVariable]] ["BIS_enableRandomization", [[false]]];</code> | _vehicle [[setVariable]] ["BIS_enableRandomization", [[false]]];</code> | ||
Check [[Vehicle Customization (VhC)]] page for more information and settings.}} | Check [[Vehicle Customization (VhC)]] page for more information and settings.}} | ||
| type [[createVehicle]] position | | type [[createVehicle]] position | ||
|p1= type: [[String]] - vehicle/object className | |p1= type: [[String]] - vehicle/object className | ||
|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. | ||
| [[Object]] | | [[Object]] | ||
|s2= [[createVehicle]] [type, position, markers, placement, special] | |s2= [[createVehicle]] [type, position, markers, placement, special] | ||
|p21= [type, position, markers, placement, special]: [[Array]] |PARAMETER21= | |p21= [type, position, markers, placement, special]: [[Array]] |PARAMETER21= | ||
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* <tt>"CAN_COLLIDE"</tt> - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model. | * <tt>"CAN_COLLIDE"</tt> - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model. | ||
* <tt>"FLY"</tt> - if vehicle is capable of flying and has crew, it will be made airborne at default height. | * <tt>"FLY"</tt> - if vehicle is capable of flying and has crew, it will be made airborne at default height. | ||
If ''special'' is "" or not specified, default <tt>"NONE"</tt> is used. | If ''special'' is "" or not specified, default <tt>"NONE"</tt> is used. | ||
|r2= [[Object]] - created vehicle or [[objNull]] if failed | |r2= [[Object]] - created vehicle or [[objNull]] if failed | ||
|x1= <code>_jeep = "Jeep" [[createVehicle]] [[position]] [[player]];</code> | |x1= <code>_jeep = "Jeep" [[createVehicle]] [[position]] [[player]];</code> | ||
|x2= <code>_heli = "AH1Z" [[createVehicle]] [[getMarkerPos]] "hspawn";</code> | |x2= <code>_heli = "AH1Z" [[createVehicle]] [[getMarkerPos]] "hspawn";</code> | ||
|x3= <code>_veh = [[createVehicle]] ["ah1w", [[position]] [[player]], [], 0, "FLY"];</code> | |x3= <code>_veh = [[createVehicle]] ["ah1w", [[position]] [[player]], [], 0, "FLY"];</code> | ||
|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> | ||
|x5= Objects such as | |x5= Objects such as | ||
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[[sleep]] 5; | [[sleep]] 5; | ||
[[deleteVehicle]] _fire; | [[deleteVehicle]] _fire; | ||
};</code> | };</code> | ||
|x6= The following explosives (ending with ''_Scripted'') can be set off by applying [[setDamage]] 1 to them for ease of scripting: | |x6= The following explosives (ending with ''_Scripted'') can be set off by applying [[setDamage]] 1 to them for ease of scripting: | ||
Line 77: | Line 77: | ||
[[sleep]] 5; | [[sleep]] 5; | ||
_this [[setDamage]] 1; | _this [[setDamage]] 1; | ||
};</code> | };</code> | ||
|x7= Add inventory to objects without inventory: | |x7= Add inventory to objects without inventory: | ||
Line 92: | Line 92: | ||
} | } | ||
[[forEach]] [[attachedObjects]] (_this [[select]] 0); | [[forEach]] [[attachedObjects]] (_this [[select]] 0); | ||
}];</code> | }];</code> | ||
|x8= Drop player's weapon: | |x8= Drop player's weapon: | ||
<code>_wh = "GroundWeaponHolder_Scripted" [[createVehicle]] [[position]] [[player]]; | <code>_wh = "GroundWeaponHolder_Scripted" [[createVehicle]] [[position]] [[player]]; | ||
[[player]] [[action]] ["DropWeapon", _wh, [[currentWeapon]] [[player]]];</code> | [[player]] [[action]] ["DropWeapon", _wh, [[currentWeapon]] [[player]]];</code> | ||
|x9= The following weapon holders (ending with ''_Scripted'') do '''not''' auto-delete when empty. It is up to the mission maker to take care of these: | |x9= The following weapon holders (ending with ''_Scripted'') do '''not''' auto-delete when empty. It is up to the mission maker to take care of these: | ||
Line 107: | Line 107: | ||
[[sleep]] 5; | [[sleep]] 5; | ||
[[deleteVehicle]] _weaponHolder; | [[deleteVehicle]] _weaponHolder; | ||
</code> | </code> | ||
|[[createVehicleLocal]], [[createVehicleCrew]], [[createAgent]], [[createTrigger]], [[createUnit]], [[createMine]], [[deleteVehicle]], [[createGroup]], [[createCenter]], [[setVehiclePosition]] | |[[createVehicleLocal]], [[createVehicleCrew]], [[createAgent]], [[createTrigger]], [[createUnit]], [[createMine]], [[deleteVehicle]], [[createGroup]], [[createCenter]], [[setVehiclePosition]] | ||
}} | }} | ||
Revision as of 00:10, 18 January 2021
Description
- Description:
- Creates an empty object of given classname type. See Arma 3 Assets / createVehicle/vehicles, or Category:CfgVehicles for earlier games.
- Groups:
- Object Manipulation
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 - (Optional, default []) 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 - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.
- special: String - (Optional, default "NONE") can be one of the following:
- "NONE" - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there.
- "CAN_COLLIDE" - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model.
- "FLY" - if vehicle is capable of flying and has crew, it will be made airborne at default height.
- Return Value:
- Object - created vehicle or objNull if failed
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 { private _fire = "test_EmptyObjectForFireBig" createVehicle position player; sleep 5; deleteVehicle _fire; };
- Example 6:
- The following explosives (ending with _Scripted) can be set off by applying setDamage 1 to them for ease of scripting:
- "DemoCharge_Remote_Ammo_Scripted"
- "SatchelCharge_Remote_Ammo_Scripted"
- "ClaymoreDirectionalMine_Remote_Ammo_Scripted"
_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player; _claymore spawn { sleep 5; _this setDamage 1; };
- Example 7:
- 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 player's weapon:
_wh = "GroundWeaponHolder_Scripted" createVehicle position player; player action ["DropWeapon", _wh, currentWeapon player];
- Example 9:
- The following weapon holders (ending with _Scripted) do not auto-delete when empty. It is up to the mission maker to take care of these:
- "GroundWeaponHolder_Scripted"
- "WeaponHolderSimulated_Scripted"
- "Weapon_Empty" (a special weaponholder that displays only a single weapon, even if it contains magazines for this weapon)
private _weaponHolder = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; _weaponHolder addWeaponCargo ["arifle_Katiba_F", 1]; hint "You have 5 seconds to grab this weapon"; sleep 5; deleteVehicle _weaponHolder;
Additional Information
- See also:
- createVehicleLocalcreateVehicleCrewcreateAgentcreateTriggercreateUnitcreateMinedeleteVehiclecreateGroupcreateCentersetVehiclePosition
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 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 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. - Posted on August 10, 2019 - 09:10 (UTC)
- R3vo
-
The main syntax creates vehicles at ground level ignoring the Z in pos and is also faster than the alternativ syntax.
"vehclass" createVehicle pos;
This is equivalent tocreateVehicle ["vehclass", [pos select 0, pos select 1, 0], [], 0, "NONE"];
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.34
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands