BIS_fnc_createRuin

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Hover & click on the images for description

Description

Description:
Create a building ruin and hide the original object.
Execution:
call
Groups:
Environment

Syntax

Syntax:
building call BIS_fnc_createRuin
Parameters:
building: Object - building to "destroy"
Return Value:
Object - the created ruin

Examples

Example 1:
aBuilding call BIS_fnc_createRuin;
Example 2:
// will destroy every building in a 50m radius around the player private _nearBuildings = player nearObjects ["House", 50]; { _x call BIS_fnc_createRuin } forEach _nearBuildings;

Additional Information

See also:
setDamage

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
Beno_83au
Posted on Jun 01, 2019 - 13:14 (UTC)
In MP this function doesn't hide the building globally, so other clients will see both the original building AND the newly created ruined building - https://feedback.bistudio.com/T140045. To get around this I've been hiding the object manually on all other clients:
_building call BIS_fnc_createRuin; [_building, true] remoteExecCall ["hideObject", -clientOwner];
This will run hideObject on all other clients besides the client (or server) that this was executed from.