createVehicleLocal: Difference between revisions

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|x1= <code>_lightsource = "#lightpoint" [[createVehicleLocal]] _pos;</code>
|x1= <code>_lightsource = "#lightpoint" [[createVehicleLocal]] _pos;</code>


|seealso= [[createVehicle]] [[createMine]], [[deleteVehicle]], [[createUnit]]
|seealso= [[createVehicle]] [[createMine]] [[deleteVehicle]], [[createUnit]]
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Revision as of 13:24, 20 January 2022

Hover & click on the images for description

Description

Description:
Creates an object of the given type. Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use CfgDisabledCommands to blacklist this command. Alternatively, you can use createSimpleObject with local option enabled where applicable.
Groups:
Object Manipulation

Syntax

Syntax:
type createVehicleLocal position
Parameters:
type: String
position: PositionAGL
Return Value:
Object

Examples

Example 1:
_lightsource = "#lightpoint" createVehicleLocal _pos;

Additional Information

See also:
createVehicle createMine deleteVehiclecreateUnit

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 07:18, 5 June 2008 (CEST)
Kronzky
If the object that is created is of the type ammo, then it will created on all clients (tested only on VBS2).
Posted on 18:04, 5 September 2013 (CEST)
DamonDaemon
Indeed the type of Ammo is transfered to ALL clients, but apparently also the muzzle effects (firing sound, light, etc.); this includes muzzles from Horns (Truck or Car Horn, Bicycle bells, etc.) as well as any other weapon. Tested on Arma 1 - Arma 2 OA (latest patch).
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.