createVehicle: Difference between revisions
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|p22= type: [[String]] - vehicle/object className |= Parameter 2 | |p22= type: [[String]] - vehicle/object className |= Parameter 2 | ||
|p23= position: [[ | |p23= position: [[PositionATL]], [[PositionASLW]] if boat on water, [[Position2D]], or [[Object]] - Desired placement position |= Parameter 3 | ||
|p24= markers: [[Array]] - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with [[setMarkerPos]], the vehicle will also be created at given z coordinate. |= Parameter 4 | |p24= markers: [[Array]] - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with [[setMarkerPos]], the vehicle will also be created at given z coordinate. |= Parameter 4 |
Revision as of 23:38, 16 May 2017
Description
- Description:
- Creates an empty object of given classname type (See Arma 3 Assets or createVehicle/vehicles)
For a class reference from older games see Classes.
Some special 'Scripted' vehicle classes:- DemoCharge_Remote_Ammo_Scripted - same as DemoCharge_Remote_Ammo but will explode when destroyed or setDamage 1;
- SatchelCharge_Remote_Ammo_Scripted - same as SatchelCharge_Remote_Ammo but will explode when destroyed or setDamage 1;
- ClaymoreDirectionalMine_Remote_Ammo_Scripted - same as ClaymoreDirectionalMine_Remote_Ammo but will explode when destroyed or setDamage 1;
- GroundWeaponHolder_Scripted - same as GroundWeaponHolder but will not be auto-deleted when empty
- WeaponHolderSimulated_Scripted - same as WeaponHolderSimulated but will not be auto-deleted when empty
Randomization:
In Arma 3 many vehicles will get randomized in appearance by default in order to add some variety to the game. It is possible to override this default behavior by setting BIS_enableRandomization variable to false in the vehicle namespace:_veh = "C_Offroad_01_F" createVehicle position player; _veh setVariable ["BIS_enableRandomization", false];
orthis setVariable ["BIS_enableRandomization", false];
if done in mission editor init field. - Groups:
- Uncategorised
Syntax
- Syntax:
- type createVehicle position
- Parameters:
- type: String - vehicle/object className
- position: Position - Desired placement position. If the exact position is occupied, nearest empty position is used.
- Return Value:
- Object
Alternative Syntax
- Syntax:
- createVehicle [type, position, markers, placement, special]
- Parameters:
- [type, position, markers, placement, special]: Array
- type: String - vehicle/object className
- position: PositionATL, PositionASLW if boat on water, Position2D, or Object - Desired placement position
- markers: Array - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with setMarkerPos, the vehicle will also be created at given z coordinate.
- placement: Number - The vehicle is placed inside a circle with given position as center and placement as its radius
- special: String - "NONE", "FLY", "FORM", "CAN_COLLIDE". "CAN_COLLIDE" creates the vehicle exactly where asked, not checking if others objects can cross its 3D model.
- Return Value:
- Object
Examples
- Example 1:
_jeep = "Jeep" createVehicle position player;
- Example 2:
_heli = "AH1Z" createVehicle getMarkerPos "hspawn";
- Example 3:
_veh = createVehicle ["ah1w", position player, [], 0, "FLY"];
- Example 4:
_veh = createVehicle ["2S6M_Tunguska", getMarkerPos "marker1", ["marker2","marker3"], 0, "NONE"];
- Example 5:
- Objects such as
- test_EmptyObjectForBubbles
- test_EmptyObjectForFireBig
- test_EmptyObjectForSmoke
///--- function to delete test object (MP compatible) fnc_deleteTestObj = { _this addMPEventHandler ["MPKilled", { _this = _this select 0; { deleteVehicle _x; } forEach (_this getVariable ["effects", []]); if (isServer) then { deleteVehicle _this; }; }]; _this setDamage 1; }; ///--- example [] spawn { _fire = "test_EmptyObjectForFireBig" createVehicle position player; sleep 5; _fire call fnc_deleteTestObj; };
- Example 6:
- The following explosives (with ending _Scripted)
- DemoCharge_Remote_Ammo_Scripted
- SatchelCharge_Remote_Ammo_Scripted
- ClaymoreDirectionalMine_Remote_Ammo_Scripted
_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player; 0 = _claymore spawn { uiSleep 5; _this setDamage 1; };
- Example 7:
- How to add inventory to objects without inventory:
_boxes = "Land_Pallet_MilBoxes_F" createVehicle position player; _cargo = "Supply500" createVehicle [0,0,0]; _cargo attachTo [_boxes, [0,0,0.85]]; // optional for objects that can take damage _boxes addEventHandler ["Killed", { { detach _x, deleteVehicle _x; } forEach attachedObjects (_this select 0); }];
- Example 8:
- Drop weapon:
_wh = "GroundWeaponHolder_Scripted" createVehicle position player; player action ["DropWeapon", _wh, currentWeapon player];
Additional Information
- See also:
- createVehicleLocalcreateVehicleCrewcreateAgentcreateTriggercreateUnitdeleteVehiclecreateGroupcreateCentersetVehiclePosition
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
- Posted on August 13, 2006 - 12:18
- raedor
- Using main syntax of this command sets the created vehicle not exactly at the given position, you have to setPos it there, if accuracy counts.
- Posted on Jan 20, 2006
- bdfy
- Using main syntax of this command sets the created vehicle in the nearest possible position. You can create a dozen of tanks with it - they will appear side by side.
- Posted on December 13, 2006 - 12:27
- Salisan
- Observe that buildings with the default destrType will not work correctly in multiplayer in Armed Assault when created with this command. The Destruction effect will only be displayed where the building is local.
- Posted on Oct 18, 2009 - 05:42
- Canukausiuka
- As of Arma2, this command cannot be used to create game logics (source). Use createUnit instead.
- Posted on January 14, 2011
- Galzohar
- In multiplayer, only run this command on one machine. It will create a the vehicle on all machines every time it is called on any machine.
- Posted on January 26 2014 - 20:12
- Katulobotomia
- Using getPosATL should work, if otherwise you are struggling to get a the proper position coordinates.
Bottom Section
- Posted on September 12, 2014 - 07:59 (UTC)
- Killzone Kid
- "vehclass" createVehicle pos is the same if not faster than createVehicle ["vehclass", pos, [], 0, "NONE"]
- Posted on August 22, 2015 - 13:04 (UTC)
- MrSanchez
- GroundWeaponHolder class is automatically deleted when empty after 0.5 to 1 seconds in A3 1.48. The exact delay is random but never lower than 0.50 secs after creation. You can stop deletion by adding something (cargo) to it within 0.5 seconds.
- Posted on December 1, 2015 - 16:46 (UTC)
- Zectbumo
- The short syntax creates vehicles at ground level ignoring the Z in pos
"vehclass" createVehicle pos
This is equivalent tocreateVehicle ["vehclass", [pos select 0, pos select 1, 0], [], 0, "NONE"]
- Posted on May 16, 2017 - 09:05 (UTC)
- AgentRev
- For the alternative syntax, if the vehicle has canFloat = 1; in its config class (e.g. boats and wheeled APCs), the command expects PositionASLW if surface is water, and otherwise always PositionATL.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.34
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Manipulation
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters