hideObjectGlobal: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "{{uc:{{PAGENAME}}}} " to "") |
Lou Montana (talk | contribs) m (Text replacement - "\|( *\[\[[a-zA-Z]+\]\]) * \| *s2 *=" to "|r1=$1 |s2=") |
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|p1= object: [[Object]] - object to hide | |p1= object: [[Object]] - object to hide | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|s2= object '''hideObjectGlobal''' hidden | |s2= object '''hideObjectGlobal''' hidden |
Revision as of 15:35, 10 June 2021
Description
- Description:
- Description needed
- Groups:
- Object Manipulation
Syntax
- Syntax:
- Syntax needed
- Parameters:
- object: Object - object to hide
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- object hideObjectGlobal hidden
- Parameters:
- object: Object
- hidden: Boolean - true->hidden; false->visible
- Return Value:
- Nothing
Examples
- Example 1:
hideObjectGlobal nearestBuilding [2500,2500,0];
- Example 2:
objectname hideObjectGlobal true;
Additional Information
- See also:
- hideObjectisObjectHiddendeleteCollection
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 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 September 1, 2016 - 12:04 (UTC)
- Demellion
- As of A3 1,62.134494 running hideObjectGlobal in big loop may cause some objects not to be hidden for a players already connected or passed JIP. To avoid players rendering desync consider running that in preInit schedule of a server.
- Posted on August 7, 2017 - 12:44 (UTC)
- DrSova
- In A3 1.72.142342 when you hide object via hideObjectGlobal, model sounds still be audible. For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot
- Posted on October 13, 2018 - 18:36 (UTC)
- Tankbuster
- Eventhandlers such as "explosion" will work on hidden objects