createVehicle
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Description
- Description:
- Creates an empty object of given classname type (See Arma 3 Assets or createVehicle/vehicles). Cannot be used to create objects of type "Logic", use createUnit command for that.
For a class reference from older games see Classes.
Some special and '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
- "Weapon_Empty" - a special weaponholder that would display only a single weapon, even if the weaponholder also contains magazines for this weapon. Will not auto-delete 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, true, true, true] call bis_fnc_initVehicle;
or[this, true, true, true] call bis_fnc_initVehicle;
if done in mission editor init field.
Check Vehicle Customization (VhC) page for more info about the parameters. - 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 (PositionAGL if boat or amphibious), 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
[] spawn { _fire = "test_EmptyObjectForFireBig" createVehicle position player; sleep 5; deleteVehicle _fire; };
- 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 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 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 PositionAGL, and otherwise always PositionATL.
- 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.
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
- Arma 3: Scripting Commands
- Scripting Commands Take On Helicopters