BIS fnc createRuin: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "<dl class="command_description"> <dt></dt>" to "<dl class="command_description"> <dt></dt>")
m (Text replacement - "</dd> </dl>" to "</dd> </dl>")
Line 33: Line 33:
This will run '''hideObject''' on all other clients besides the client (or server) that this was executed from.
This will run '''hideObject''' on all other clients besides the client (or server) that this was executed from.
</dd>
</dd>
</dl>
</dl>

Revision as of 16:08, 13 June 2021

Hover & click on the images for description

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.