Difference between revisions of "createUnit"

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| [[Object]] - The created unit
| [[Object]] - The created unit
|s2= type [[createUnit]] [position, group, init, skill, rank] |Syntax2=
|s2= type [[createUnit]] [position, group, init, skill, rank]
|p21= type: [[String]] - Class name of unit to be created as per [[CfgVehicles]]
|p21= type: [[String]] - Class name of unit to be created as per [[CfgVehicles]]

Revision as of 19:59, 29 January 2021

Hover & click on the images for description


Description needed
Object Manipulation


Syntax needed
group: Group - Existing group new unit will join
[type, position, markers, placement, special]: Array
type: String - Class name of unit to be created as per CfgVehicles
position: Position, Position2D, Object or Group - Location unit is created at. In case of Group position of the group leader is used
markers: Array - Placement markers
placement: Number - Placement radius
special: String - Unit placement special, one of:
  • "NONE" - The unit will be created at the first available free position nearest to given position
  • "FORM" - Not implemented, currently functions the same as "NONE".
  • "CAN_COLLIDE" - The unit will be created exactly at passed position
  • "CARGO" - The unit will be created in cargo of the group's vehicle, regardless of the passed position (see Example 5). If group has no vehicle or there is no cargo space available, the unit will be placed according to "NONE". To check available cargo space use:_hasCargo = _veh emptyPositions "CARGO" > 0;
Return Value:
Return value needed

Alternative Syntax

type createUnit [position, group, init, skill, rank]
type: String - Class name of unit to be created as per CfgVehicles
[position, group, init, skill, rank]: Array
position: Position, Position2D, Object or Group - Location unit is created at. In case of Group position of the group leader is used
group: Group - Existing group new unit will join
init: String - (Optional, default "") Unit init statement, similar to unit init field in the editor. The code placed in unit init will run upon unit creation for every client on network, present and future. The code itself receives the reference to the created unit via local variable this. Avoid using global commands in unit init statement as it already runs on every client.
skill: Number - (Optional, default 0.5) Unit skill
rank: String - (Optional, default "PRIVATE") Unit rank
Return Value:
Nothing - This syntax does NOT return a unit reference! In order to reference this unit, you can use newUnit = this in the init field.
If the target group is not local, the init script will only execute after a slight delay; see Killzone_Kid's note below for more information and issues about this syntax.


Example 1:
_unit = group player createUnit ["B_RangeMaster_F", position player, [], 0, "FORM"];
Example 2:
"B_RangeMaster_F" createUnit [position player, group player];
Example 3:
"B_RangeMaster_F" createUnit [getMarkerPos "barracks", _groupAlpha];
Example 4:
"B_RangeMaster_F" createUnit [ getMarkerPos "marker_1", _groupAlpha, "loon1 = this; this addWeapon 'BAF_L85A2_RIS_SUSAT'", 0.6, "corporal" ];
Example 5:
_veh = "O_Quadbike_01_F" createVehicle (player getRelPos [10, 0]); _grp = createVehicleCrew _veh; _unit = _grp createUnit [typeOf driver _veh, _grp, [], 0, "CARGO"];

Additional Information

See also:
See also needed


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 27th Nov 2016
Arma 3 logo black.png1.64 The side of the created unit by this command uses its config's side and not the side of a passed empty group created by createGroup: _grp = createGroup east; hint str side _grp; // EAST_ap = _grp createUnit [ "C_man_p_beggar_F", position player, [], 0, "FORM"]; hint str side _ap; // CIV, not EAST We can use join command or fill the _grp with entities in advance to set _ap to the desired side.
Posted on 8th Dec 2018
Since Arma 3 logo black.png1.86: If you want to place a module with createUnit, you have to ensure that the module gets activated automatically by setting BIS_fnc_initModules_disableAutoActivation to false, e.g: private _grp = createGroup sideLogic; "ModuleSmokeWhite_F" createUnit [ getPos player, _grp, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];" ];
Posted on 18th Mar 2019
Alt Syntax is the older syntax and differs in functionality from the main, newer syntax. The main difference is that the older syntax does not return unit reference. This is because the unit created with Alt Syntax is created strictly where passed group is local. This means that if the group is remote the unit will be created on the different client than the one the command was executed on and therefore it is not possible to return created unit reference immediately. In contrast, the newer syntax allows creating units in remote groups while returning unit reference immediately, which could be unsafe and the appropriate warning is logged into .rpt file: Warning: Adding units to a remote group is not safe. Please use setGroupOwner to change the group owner first.

Another very important difference is that the older syntax (Alt Syntax) will create unit of the same side as the side of the group passed as argument. For example, if the group is WEST and the unit faction is OPFOR of type, say "O_Soldier_GL_F", the unit created will be on the WEST side as well. In contrast, newer syntax will create the same unit on the EAST side in the WEST group, which will be treated as hostile by other group members and eliminated.

Beware that in MP if unit is created in remote group with older syntax, the unit init will execute on calling client sometime in the future, after the unit is created on remote client, therefore the following code will fail:
// Real example of the bad code "O_Soldier_AR_F" createUnit [position player, someRemoteGroup, "thisUnit = this"];
publicVariable "thisUnit";
hint str isNil "thisUnit"; // true!
// The unit reference is nil because init statement has not been executed on this client yet.
Posted on June 19, 2020 - 10:13 (UTC)
Arma 3 logo black.png1.98 note that even when setting the placement special parameter to "NONE", 3DEN-placed objects are being ignored when looking for a free position. In other words: units will spawn within editor-placed rocks or under houses.