deleteVehicle: Difference between revisions
mNo edit summary |
No edit summary |
||
Line 46: | Line 46: | ||
'''deleteVehicle''' ''unit1'' | '''deleteVehicle''' ''unit1'' | ||
(3) | (3) You need have no concern over attempting to access deleted units in subsequent scripts.<br> | ||
The line:<br> | 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 | works just fine for units that have been deleted. |
Revision as of 09:13, 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) You need have no concern over attempting to access deleted units in subsequent scripts.
The line:
if (alive unit1) then {hint"He is alive"} else {hint"Oh no he's not"}
works just fine for units that have been deleted.