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Create object with given shape defined as path to .p3d model. Supported LODs include Geometry, Fire Geometry, Roadway, View Geometry and ShadowVolume. Supported features include collision, texturing, animation, penetration, AI spotting occlusion, and surface specific sounds (like footsteps). Unsupported features include PhysX, damage, AI pathfinding (causes walking through walls), and built-in lights.

Given the simulation limitations, global decorative objects can be created with very little network traffic. Objects that could be exclusively created with this command are: trees, bushes, rocks, bridges, roads, vehicle wrecks, custom models in mission, and other objects without a class in config. The height of the placement position might need to be adjusted experimentally.

See Arma 3: Simple Objects to learn more about simple objects.

  • addAction does not work with simple objects.
  • objects created with Syntax 1 cannot be textured. Some objects may also have inverted default direction.
  • objects created with Syntax 2 can be textured. The default direction should match the direction of the object if it was created with createVehicle.
  • only as of Arma 3 logo black.png1.68 do simple objects support getVariable and setVariable.
Object Manipulation


createSimpleObject [shapeName, positionWorld, local]
shapeName: String - path to the 3d model (can be obtained with getModelInfo command)
The path must not start with a backslash:
Unchecked "\a3\armor_f_beta...
Checked "a3\armor_f_beta...
positionWorld: Array format PositionASL - placement position by the model centre's position (see getPosWorld)
since Arma 3 logo black.png1.96
local: Boolean - (Optional, default false) true to create a local instance only
Return Value:
Object - created simple object

Alternative Syntax

createSimpleObject [className, positionASL, local]
className: String - CfgVehicles class name
positionASL: Array format PositionASL - placement position
since Arma 3 logo black.png1.96
local: Boolean - (Optional, default false) true to create a local instance only
Return Value:
Object - Created simple object


Example 1:
private _pos = player getRelPos [10, 0]; private _tank = createSimpleObject ["a3\armor_f_beta\apc_tracked_01\apc_tracked_01_rcws_f.p3d", _pos]; _tank setPos (_pos vectorAdd (getPosWorld _tank vectorDiff (_tank modelToWorld [0,0,0]))); _tank hideSelection ["zasleh", true]; _tank hideSelection ["zasleh2", true]; _tank hideSelection ["clan", true]; _tank animate ["Wheel_podkoloL3", 0.5, true]; _tank animate ["Wheel_podkoloL6", 0.5, true];
Example 2:
private _pos = player getRelPos [10, 0]; private _tank = createSimpleObject ["B_APC_Tracked_01_CRV_F", AGLToASL _pos]; _tank setObjectTexture [0, "#(rgb,8,8,3)color(0,1,0,0.01)"]; _tank hideSelection ["zasleh", true]; _tank hideSelection ["zasleh2", true]; _tank hideSelection ["clan", true]; _tank animate ["Wheel_podkoloL3", 0.5, true]; _tank animate ["Wheel_podkoloL6", 0.5, true];
Example 3:
Create a pond:
private _waterTileModel = "a3\structures_f_enoch\Water\pond_big_01.p3d"; // visual only - this pond is a hard surface private _tileSize = 18; // width & height private _tileX = 10; private _tileY = 5; private _bottomLeftCorner = getPosWorld player; private _tilePos = -1; private _tiles = []; private _tile = objNull; for "_y" from 0 to (_tileY - 1) do { for "_x" from 0 to (_tileX - 1) do { _tilePos = _bottomLeftCorner vectorAdd [_x * _tileSize, _y * _tileSize, 0]; _tile = createSimpleObject [_waterTileModel, _tilePos]; _tiles pushBack _tile; }; }; sleep 10; { deleteVehicle _x } forEach _tiles;

Additional Information

See also:
isSimpleObject hideSelection selectionPosition getModelInfo getObjectType cursorObject selectionNames animationNames createVehicle enableSimulation hideObject getMissionPath allLODs Arma 3: Simple Objects Arma 3: createSimpleObject/objects


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
Posted on Apr 18, 2016 - 20:03 (UTC)
The easiest way to correctly place simple object is to create normal object of the same shape from class (if possible), then copy getPosWorld, vectorDir and vectorUp from it. Then create the simple object and apply copied values to it, this will position simple object exactly as normal object was positioned:
private _heli = "B_Heli_Light_01_F" createVehicleLocal (player getRelPos [10, 0]); private _position = getPosWorld _heli; private _vectorDirUp = [vectorDir _heli, vectorUp _heli]; private _model = getModelInfo _heli select 1; deleteVehicle _heli; private _simpleHeli = createSimpleObject [_model, _position]; _simpleHeli setVectorDirAndUp _vectorDirUp;
Waffle SS.
Posted on Apr 28, 2016 - 18:10 (UTC)
Models from within the mission file/folder can be created, but full system path is needed. See getMissionPath
Waffle SS.
Posted on May 11, 2016 - 01:28 (UTC)
simulationEnabled returns false.
Posted on Sep 05, 2016 - 15:10 (UTC)
There is a section in function library dedicated to simple object creation and interaction. It's purpose is to simplify the operations:
  • BIS_fnc_createSimpleObject
    • creates simple object according to the supplied data
    • you can supply p3d path, class name or data you get from scanning a non-simple object
  • BIS_fnc_simpleObjectData
    • gathers and returns data about the non-simple object
    • data can be then used to create simple object
  • BIS_fnc_replaceWithSimpleObject
    • replaces non-simple object with simple object on the scene
    • do not use it in large scale in MP missions as it is not network efficient
  • BIS_fnc_adjustSimpleObject
    • adjusts simple object to looks as close to the non-simple object as possible
    • function is internally called from the 'BIS_fnc_createSimpleObject', you won't probably need to call this function directly
Check the function headers for more info about the input parameters and possibilities.