deleteVehicle: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(note to description)
m (Text replacement - "\[\[Category:Scripting Commands OFP 1.[4-9]{2}(\|(\{\{uc:\{\{PAGENAME\}\}\}\}|#|[A-Z]+))?\]\] " to "")
(33 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
| ofp


|1.34|= Game version
|1.34


|arg= global |= Arguments in MP
|arg= global


|eff= global |= Effects in MP
|eff= global
____________________________________________________________________________________________


| Deletes an object.<br>
|gr1= Object Manipulation
Only units inserted in the mission editor and units created during the game's progress can be deleted by this command. Island objects and player units cannot be removed. Deleting a vehicle, which is still being accessed by a running script, can result in a CTD.<br><br>
'''NOTE''': Actual object deletion, when object becomes [[objNull]], happens on the next frame after command execution, but there are some object modifications that happen immediately. For example if the object is unit in a group, it immediately becomes groupless <tt>[[isNull]] [[group]] _unit; //true</tt> |= Description
____________________________________________________________________________________________


| '''deleteVehicle''' object |= Syntax
| Deletes an object. Only objects inserted in the mission editor and objects created during the game's progress can be deleted by this command. Island objects and player cannot be removed.<br><br>
{{Feature | Informative | The actual object deletion, when object becomes [[objNull]], happens on the next frame after command execution, but there are some object modifications that happen immediately. For example if the object is unit in a group, it immediately becomes groupless <tt>[[isNull]] [[group]] _unit; //true</tt>}}<br>
{{Feature | Warning | Do not use this command for deletion of dead [[crew]] members from a vehicle. Doing so may lead to all sorts of bugs and ghost objects left on the map. Instead use [[deleteVehicleCrew]], which was designed with this functionality in mind}}


|p1=  object: [[Object]] |= Parameter 1
| '''deleteVehicle''' object


| [[Nothing]] |= Return value
|p1=  object: [[Object]]
____________________________________________________________________________________________
 
| [[Nothing]]
   
   
|x1= <code>[[deleteVehicle]] _house1;</code> |= Example 1
|x1= <code>[[deleteVehicle]] _house1;</code>
|x2= <code>{
|x2= Deleting a vehicle with crew: <code>// might want to make sure that the car is local
_x [[action]] ["Eject", car];
{car [[deleteVehicleCrew]] _x} [[forEach]] [[crew]] car;
} [[forEach]] [[crew]] car;
[[deleteVehicle]] car;</code>
[[deleteVehicle]] car;</code> |= Example 1
|x3= Objects such as
* test_EmptyObjectForBubbles
* test_EmptyObjectForFireBig
* test_EmptyObjectForSmoke
create additional emitters that needs to be deleted first before deleting the object itself: <code>///--- function to delete test object (MP compatible)
fnc_deleteTestObj = {
_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]];
[[sleep]] 5;
_fire [[call]] fnc_deleteTestObj;
};</code> |= Example 3
____________________________________________________________________________________________
 
| [[createUnit]], [[createVehicleLocal]], [[createVehicle]] |= See also


|mp= A deleted player unit will stay visible until that player has disconnected. |=
| [[createUnit]], [[createVehicleLocal]], [[createVehicle]], [[Arma_3:_Event_Handlers#Deleted | Deleted EH]]


|mp=
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section END -->
</dl>
<h3 style="display:none">Bottom Section</h3>




[[Category:Scripting Commands|DELETEVEHICLE]]
{{GameCategory|arma1|Scripting Commands}}
[[Category:Scripting Commands OFP 1.99|DELETEVEHICLE]]
{{GameCategory|arma2|Scripting Commands}}
[[Category:Scripting Commands OFP 1.96|DELETEVEHICLE]]
{{GameCategory|arma3|Scripting Commands}}
[[Category:Scripting Commands OFP 1.46|DELETEVEHICLE]]
{{GameCategory|tkoh|Scripting Commands}}
[[Category:Scripting Commands ArmA|DELETEVEHICLE]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Object_Manipulation|{{uc:{{PAGENAME}}}}]]

Revision as of 00:27, 25 March 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Object Manipulation

Syntax

Syntax:
Syntax needed
Parameters:
object: Object
Return Value:
Return value needed

Examples

Example 1:
deleteVehicle _house1;
Example 2:
Deleting a vehicle with crew: // might want to make sure that the car is local {car deleteVehicleCrew _x} forEach crew car; deleteVehicle car;

Additional Information

See also:
See also needed

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