createUnit

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Revision as of 01:57, 24 December 2007 by MulleDK13 (talk | contribs) (New note on grouping to a dummy)
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Description

Description:
Create unit of given Classname from a CfgVehicles addon The Group parameter MUST be an existing group or the unit won't be created.
Multiplayer:
The code in init is executed on all connected clients in multiplayer. It can therefore be used to get around the publicVariable limitation of not being able to send strings and arrays over the network.
Groups:
Uncategorised

Syntax

Syntax:
"ClassName" createUnit [ Position, Group, "init", skill, rank]
Parameters:
ClassName: String - Classname of unit to be createdas per cfgVehicles
Position
Group
init: String Optional. Default ""
skill: Number Optional. Default 0.5
rank: String Optional. Default "PRIVATE"
Return Value:
Nothing

Examples

Example 1:
"SoldierWB" createUnit [position player, group player]
Example 2:
"soldierWB" createUnit [getMarkerPos "barracks", _groupAlpha]
Example 3:
"soldierWB" createUnit [getMarkerPos "marker_1", _groupAlpha,"loon1 = this ;
 this addweapon {binocular}", 0.6, "corporal"]

Additional Information

See also:
createVehiclecreateUnit arraycreateVehicle arraycreateVehicleLocaldeleteVehicle

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 - 12:32
raedor
Does not return anything. To give a newly created unit a name, put "newUnit = this" in the init.
Posted on 18:41, 5 April 2007 (CEST)
Shuko
The eventhandlers added with addEventHandler in the init parameter will only fire locally on the machine where this creation command is called from.
Posted on December 24, 2007 - 00:33
MulleDK13
If you do not wish it to be in a group, you can create a gamelogic and group it to that.

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