createVehicle: Difference between revisions

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| Creates an empty object of given classname type (See [[Arma 3 Assets]] or [[createVehicle/vehicles]])
| Creates an empty object of given classname type (See [[Arma 3 Assets]] or [[createVehicle/vehicles]]). Cannot be used to create objects of type <tt>"Logic"</tt>, use [[createUnit]] command for that.
<br>For a class reference from older games see [[:Category:ArmA Classes|Classes]].<br><br>
<br>For a class reference from older games see [[:Category:ArmA Classes|Classes]].<br><br>
<u>Some special 'Scripted' vehicle classes:</u>
<u>Some special and 'Scripted' vehicle classes:</u>
* DemoCharge_Remote_Ammo_Scripted - same as DemoCharge_Remote_Ammo but will explode when destroyed or [[setDamage]] 1;
* <tt>"DemoCharge_Remote_Ammo_Scripted"</tt> - 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;
* <tt>"SatchelCharge_Remote_Ammo_Scripted"</tt> - 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;
* <tt>"ClaymoreDirectionalMine_Remote_Ammo_Scripted"</tt> -  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
* <tt>"GroundWeaponHolder_Scripted"</tt> - same as GroundWeaponHolder but will not be auto-deleted when empty
* WeaponHolderSimulated_Scripted - same as WeaponHolderSimulated but will not be auto-deleted when empty
* <tt>"WeaponHolderSimulated_Scripted"</tt> - same as WeaponHolderSimulated but will not be auto-deleted when empty
* <tt>"Weapon_Empty"</tt> - 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.


<br>'''Randomization:'''<br>
<u>NOTE</u>: When weaponholder is not auto-deleted by design (as above), it is up to the mission maker to clear the map of these weaponholders.
 
<br><br>'''Randomization:'''<br>
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:
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:
<code>_veh <nowiki>=</nowiki> "C_Offroad_01_F" [[createVehicle]] [[position]] [[player]];
<code>_veh <nowiki>=</nowiki> "C_Offroad_01_F" [[createVehicle]] [[position]] [[player]];
_veh [[setVariable]] ["BIS_enableRandomization", [[false]]];</code>
[_veh, [[true]], [[true]], [[true]]] call bis_fnc_initVehicle;</code>
or
or
<code>this [[setVariable]] ["BIS_enableRandomization", [[false]]];</code>
<code>[this, [[true]], [[true]], [[true]]] call bis_fnc_initVehicle;</code>
if done in mission editor init field. |= Description
if done in mission editor init field.<br><br>
Check [[Vehicle Customization (VhC)]] page for more info about the parameters. |= Description
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|p22= type: [[String]] - vehicle/object className |= Parameter 2
|p22= type: [[String]] - vehicle/object className |= Parameter 2


|p23= position: [[PositionAGL]], [[Position2D]] or [[Object]] - Desired placement position |= Parameter 3
|p23= position: [[PositionATL]] ([[PositionAGL]] if boat or amphibious), [[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
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* test_EmptyObjectForFireBig
* test_EmptyObjectForFireBig
* test_EmptyObjectForSmoke
* test_EmptyObjectForSmoke
create additional emitters that needs to be deleted first before deleting the object itself: <code>///--- function to delete test object (MP compatible)
create additional emitters, which are stored in "effects" variable on the object. Since Arma 3 v1.71 these emitters are automatically deleted when object is deleted
fnc_deleteTestObj = {
<code>[] [[spawn]]  
_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]];
_fire = "test_EmptyObjectForFireBig" [[createVehicle]] [[position]] [[player]];
[[sleep]] 5;
[[sleep]] 5;
_fire [[call]] fnc_deleteTestObj;
[[deleteVehicle]] _fire;
};</code> |= Example 5
};</code> |= Example 5
|x6=The following explosives (with ending _Scripted)  
|x6=The following explosives (with ending _Scripted)  
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* ClaymoreDirectionalMine_Remote_Ammo_Scripted
* ClaymoreDirectionalMine_Remote_Ammo_Scripted
can be set off by applying [[setDamage]] 1 to them for ease of scripting: <code>_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" [[createVehicle]] [[position]] [[player]];
can be set off by applying [[setDamage]] 1 to them for ease of scripting: <code>_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" [[createVehicle]] [[position]] [[player]];
0 = _claymore [[spawn]] {
0 = _claymore [[spawn]]  
{
[[uiSleep]] 5;
[[uiSleep]] 5;
_this [[setDamage]] 1;
_this [[setDamage]] 1;
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// optional for objects that can take damage
// optional for objects that can take damage
_boxes [[addEventHandler]] ["Killed", {
_boxes [[addEventHandler]] ["Killed",  
{
{
{
[[detach]] _x,  
[[detach]] _x,  
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}}
}}
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on August 13, 2006 - 12:18
<dt class="note">'''[[User:Raedor|raedor]]'''<dd class="note">
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.
<dd class="notedate">Posted on Jan 20, 2006
<dt class="note">'''[[User:bdfy|bdfy]]'''<dd class="note">
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.
<dd class="notedate">Posted on December 13, 2006 - 12:27
<dt class="note">'''[[User:Salisan|Salisan]]'''<dd class="note">
Observe that buildings with the default [https://manuals.bisimulations.com/vbs2/1-60/devref/Content/Config_Manual/CfgVehicles/D_cpp/cpp_destrType.htm 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.
<dd class="notedate">Posted on Oct 18, 2009 - 05:42
<dt class="note">'''[[User:Canukausiuka|Canukausiuka]]'''<dd class="note">
As of Arma2, this command cannot be used to create game logics [http://forums.bistudio.com/showthread.php?t=81964 (source)].  Use [[createUnit]] instead.
<dd class="notedate">Posted on January 14, 2011
<dt class="note">'''[[User:Galzohar|Galzohar]]'''<dd class="note">
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.
<dd class="notedate">Posted on January 26 2014 - 20:12
<dt class="note">'''[[User:Katulobotomia|Katulobotomia]]'''<dd class="note">
Using [[getPosATL]] should work, if otherwise you are struggling to get a the proper position coordinates.
<!-- Note Section END -->
</dl>
<h3 style="display:none">Bottom Section</h3>


[[Category:Scripting Commands|CREATEVEHICLE]]
[[Category:Scripting Commands|CREATEVEHICLE]]
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[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on January 14, 2011
<dt class="note">'''[[User:Galzohar|Galzohar]]'''<dd class="note">
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.
</dd>
</dl>


<!-- CONTINUE Notes -->
<!-- CONTINUE Notes -->
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<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dd class="note">
<dd class="note">
For the alternative syntax, if the vehicle has <tt>canFloat = 1;</tt> in its config class (e.g. boats and wheeled APCs), the command expects [[PositionASL]] if surface is water, and otherwise always [[PositionATL]].
For the alternative syntax, if the vehicle has <tt>canFloat = 1;</tt> in its config class (e.g. boats and wheeled APCs), the command expects [[PositionAGL]], and otherwise always [[PositionATL]].
</dd>
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->
<!-- DISCONTINUE Notes -->

Revision as of 16:58, 15 September 2018

Hover & click on the images for description

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.
NOTE: When weaponholder is not auto-deleted by design (as above), it is up to the mission maker to clear the map of these weaponholders.

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
create additional emitters, which are stored in "effects" variable on the object. Since Arma 3 v1.71 these emitters are automatically deleted when object is deleted [] 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
can be set off by applying setDamage 1 to them for ease of scripting: _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 to createVehicle ["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.