deleteVehicle: Difference between revisions
No edit summary |
mNo edit summary |
||
Line 46: | Line 46: | ||
'''deleteVehicle''' ''unit1'' | '''deleteVehicle''' ''unit1'' | ||
(3) If you use '''deleteVehicle''' ''unit1'' you cannot use ''unit1'' later in commands like '''[[ | (3) If you use '''deleteVehicle''' ''unit1'' you cannot use ''unit1'' later in commands like '''[[if]] [[alive]]''' ''unit1'' ''': hint "he's alive"''', it will probably cause a Crash to Desktop. So you have to ask '''[[if]] [[isNull]]''' ''unit1'' ''': [[exit]]''' before using any command (this goes especially for addon scripts). | ||
'''Edit:''' This may be an issue with addons. It is not a problem for a standard mission. | |||
The line:<br> | |||
[[if]] ([[alive]] ''unit1'') then {[[hint]]"He is alive"} [[else]] {[[hint]]"Oh no he's not"}<br> | [[if]] ([[alive]] ''unit1'') then {[[hint]]"He is alive"} [[else]] {[[hint]]"Oh no he's not"}<br> | ||
works just fine for living units that have been deleted in a standard mission. | works just fine for living units that have been deleted in a standard mission. |
Revision as of 00:03, 21 May 2006
deleteVehicle object
Operand types:
object: Object
Type of returned value:
Compatibility:
Added in version 1.34
Description:
Delete any unit or vehicle.
Only vehicles inserted in editor or created during mission can be deleted.
Player unit cannot be deleted.
Example:
deleteVehicle tankOne
Comments:
(1) Since this function will not delete a player unit, a useful multiplayer application is the removal of AI created by players leaving the game. If you run deleteVehicle for every playable soldier, the AI units will be removed.
( 2) If unit1 is a living unit that is currently located inside a vehicle then
deleteVehicle unit1
will result in some very strange, and unwelcome, things happening. A safe way to delete unit1 if it is, or might be, inside a vehicle is:
unassignVehicle unit1
unit1 setPos [0,0,0]
deleteVehicle unit1
(3) If you use deleteVehicle unit1 you cannot use unit1 later in commands like if alive unit1 : hint "he's alive", it will probably cause a Crash to Desktop. So you have to ask if isNull unit1 : exit before using any command (this goes especially for addon scripts).
Edit: This may be an issue with addons. It is not a problem for a standard mission.
The line:
if (alive unit1) then {hint"He is alive"} else {hint"Oh no he's not"}
works just fine for living units that have been deleted in a standard mission.