hideObjectGlobal: Difference between revisions
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[[hideObject]] and [[hideObjectGlobal]] disable object collision in addition to rendering. '''A3 1.45.131175''' | [[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) | (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be) | ||
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<dd class="notedate">Posted on September 1, 2016 - 12:04 (UTC)</dd> | |||
<dt class="note">[[User:Demellion|Demellion]]</dt> | |||
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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. | |||
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Revision as of 13:04, 1 September 2016
Description
- Description:
- MP command. Hides object on all connected clients as well as JIP. Call on the server only. Can be used on all objects with class names, i.e. (typeOf object != "").
- Groups:
- Uncategorised
Syntax
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
Notes
Bottom Section
- 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.