createVehicleLocal: Difference between revisions

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m (Text replacement - "(Optional, default {{hl|[]}})" to "(Optional, default <sqf inline>[]</sqf>)")
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|gr1= Object Manipulation
|gr1= Object Manipulation


|descr= Creates an object of the given type. Created object is not transferred through network in MP games.
|descr= Creates an object of the given type. The Created object is not transferred through network in MP games.
[[netId]] of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use [[CfgDisabledCommands]] to blacklist this command.
[[netId]] of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use [[CfgDisabledCommands]] to blacklist this command.
Alternatively, you can use [[createSimpleObject]] with local option enabled where applicable.
Alternatively, you can use [[createSimpleObject]] with local option enabled where applicable.
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|s1= type [[createVehicleLocal]] position
|s1= type [[createVehicleLocal]] position


|p1= type: [[String]]
|p1= type: [[String]] - vehicle/object className


|p2= position: [[Array]] format [[Position#PositionAGL|PositionAGL]]
|p2= position: [[Array]] format [[Position#PositionAGL|PositionAGL]]
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|p21= type: [[String]] - vehicle/object className
|p21= type: [[String]] - vehicle/object className


|p22= position: [[Object]]; [[Array]] format [[Position#Introduction|Position2D]] or [[PositionATL]] ([[PositionAGL]] if watercraft or amphibious) - desired placement position
|p22= position: [[Object]], [[Array]] format [[Position#Introduction|Position2D]] or [[PositionATL]] ([[PositionAGL]] if watercraft or amphibious) - desired placement position


|p23= markers: [[Array]] of [[String]]s - (Optional, default <sqf inline>[]</sqf>) 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.
|p23= markers: [[Array]] of [[String]]s - (Optional, default <sqf inline>[]</sqf>) 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.


|p24= placement: [[Number]] - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.
|p24= placement: [[Number]] - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.
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|x3= <sqf>
|x3= <sqf>
// Since Arma 3 v2.14
// since {{arma3}} v2.14
private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];
private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];
</sqf>
</sqf>
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|user= demellion
|user= demellion
|timestamp= 20181102121600
|timestamp= 20181102121600
|text= '''WARNING:''' Do not instigate [[createVehicle]] or [[createVehicleLocal]] within a server function executed with [[Arma 3: Functions Library#Pre_and_Post_Init|preInit]] flag.<br>
|text= '''WARNING:''' Do not instigate [[createVehicle]] or [[createVehicleLocal]] within a server function executed with [[Arma 3: Functions Library#Pre and Post Init|preInit]] flag.<br>
This will cause ''"You cannot play/edit this mission"'' for a vehicles compiled from a [[Arma 3: Startup Parameters#Modifications|-mod]] and make server skip/loop that mission init.
This will cause ''"You cannot play/edit this mission"'' for a vehicles compiled from a [[Arma 3: Startup Parameters#Modifications|-mod]] and make server skip/loop that mission init.
}}
}}

Revision as of 19:09, 18 November 2023

Hover & click on the images for description

Description

Description:
Creates an object of the given type. The Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use CfgDisabledCommands to blacklist this command. Alternatively, you can use createSimpleObject with local option enabled where applicable.
Groups:
Object Manipulation

Syntax

Syntax:
type createVehicleLocal position
Parameters:
type: String - vehicle/object className
position: Array format PositionAGL
Return Value:
Object

Alternative Syntax

Syntax:
createVehicleLocal [type, position, markers, placement, special]
Parameters:
type: String - vehicle/object className
position: Object, Array format Position2D or PositionATL (PositionAGL if watercraft or amphibious) - desired placement position
markers: Array of Strings - (Optional, default []) 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 - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.
special: String - (Optional, default "NONE") can be one of the following:
  • "NONE" - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there.
  • "CAN_COLLIDE" - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model.
  • "FLY" - if vehicle is capable of flying and has crew, it will be made airborne at default height.
If special is "" or not specified, default "NONE" is used.
Return Value:
Object - created vehicle or objNull if failed

Examples

Example 1:
_lightsource = "#lightpoint" createVehicleLocal _pos;
Example 2:
_lightsource = "#lightreflector" createVehicleLocal _pos;
Example 3:
// since Arma 3 v2.14 private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];

Additional Information

See also:
createVehicle createMine deleteVehicle createUnit

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
Kronzky - c
Posted on Jun 05, 2008 - 07:18 (UTC)
If the object that is created is of the type ammo, then it will created on all clients (tested only on VBS2).
DamonDaemon - c
Posted on Sep 05, 2013 - 18:04 (UTC)
Indeed the type of Ammo is transfered to ALL clients, but apparently also the muzzle effects (firing sound, light, etc.); this includes muzzles from Horns (Truck or Car Horn, Bicycle bells, etc.) as well as any other weapon. Tested on ArmA - Arma 2:OA (latest patch).
demellion - c
Posted on Nov 02, 2018 - 12:16 (UTC)
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.