BIS fnc createRuin: Difference between revisions
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Lou Montana (talk | contribs) m (revert + fix) |
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{{RV|type=function | {{RV|type=function | ||
| arma3 | |game1= arma3 | ||
|1.76 | |version1= 1.76 | ||
|gr1 = Environment | |gr1= Environment | ||
| Create a building ruin and hide the original object. | |descr= Create a building ruin and hide the original object. | ||
| building call [[BIS_fnc_createRuin]] | |s1= building call [[BIS_fnc_createRuin]] | ||
|p1= building: [[Object]] - building to "destroy" | |p1= building: [[Object]] - building to "destroy" | ||
| [[Object]] - the created ruin | |r1= [[Object]] - the created ruin | ||
|x1= <code>aBuilding [[call]] [[BIS_fnc_createRuin]];</code> | |x1= <code>aBuilding [[call]] [[BIS_fnc_createRuin]];</code> | ||
|x2= <code> {{cc| will destroy every building in a 50m radius around the player}}{ _x [[call]] [[BIS_fnc_createRuin]]; } [[forEach]] ([[player]] [[nearObjects]] ["House", 50]);</code> | |x2= <code>{{cc|will destroy every building in a 50m radius around the player}} | ||
{ _x [[call]] [[BIS_fnc_createRuin]]; } [[forEach]] ([[player]] [[nearObjects]] ["House", 50]);</code> | |||
|seealso= [[setDamage]] | |||
}} | }} | ||
<!-- CONTINUE Notes --> | <!-- CONTINUE Notes --> |
Revision as of 21:42, 29 January 2021
Description
- Description:
- Create a building ruin and hide the original object.
- Execution:
- call
- Groups:
- Environment
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:
- setDamage
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
- 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.