createVehicle
(Redirected from createVehicle array)
					
					
					Description
- Description:
 - Creates an empty object of given classname type. See Arma 3: Assets / Arma 3: createVehicle/vehicles, or Category:CfgVehicles for earlier games.
 - Groups:
 - Object Manipulation
 
Syntax
- Syntax:
 - type createVehicle position
 - Parameters:
 - type: String - vehicle/object className
 - position: Array format 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: 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.
 
 - Return Value:
 - Object - created vehicle or objNull if failed
 
Examples
- Example 1:
 - Example 2:
 - Example 3:
 - Example 4:
 - Example 5:
 - Objects such as
- "test_EmptyObjectForBubbles"
 - "test_EmptyObjectForFireBig"
 - "test_EmptyObjectForSmoke"
 
 - Example 6:
 - The following explosives (ending with _Scripted) can be set off by applying setDamage 1 to them for ease of scripting:
- "DemoCharge_Remote_Ammo_Scripted"
 - "SatchelCharge_Remote_Ammo_Scripted"
 - "ClaymoreDirectionalMine_Remote_Ammo_Scripted"
 
 - Example 7:
 - 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 player's weapon:
 - Example 9:
 - The following weapon holders (ending with _Scripted) do not auto-delete when empty. It is up to the mission maker to take care of these:
- "GroundWeaponHolder_Scripted"
 - "WeaponHolderSimulated_Scripted"
 - "Weapon_Empty" (a special weaponholder that displays only a single weapon, even if it contains magazines for this weapon)
 
0 spawn { private _weaponHolder = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; _weaponHolder addWeaponCargo ["arifle_Katiba_F", 1]; hint "You have 5 seconds to grab this weapon"; sleep 5; deleteVehicle _weaponHolder; }; 
Additional Information
- See also:
 - createVehicleLocal create3DENEntity createVehicleCrew createAgent createTrigger createUnit createMine deleteVehicle createGroup createCenter setVehiclePosition
 
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 
- Posted on Aug 22, 2015 - 13:04 (UTC)
 - 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 May 16, 2017 - 09:05 (UTC)
 - 
For the alternative syntax, if the vehicle has 
canFloat = 1;in its config class (e.g. boats and wheeled APCs) the command expects PositionAGL, otherwise always PositionATL. 
- 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. 
- Posted on Aug 10, 2019 - 09:10 (UTC)
 - 
The main syntax creates vehicles at ground level ignoring the Z in pos and is also faster than the alternative syntax.
This is equivalent to"vehclass" createVehicle pos;
 
- Posted on Mar 13, 2022 - 17:22 (UTC)
 - 
Objects are created with a vectorUp of terrain surface normal. If you are creating new buildings to add to the map, you will probably want to call setVectorUp on the newly-spawned object.
 
Categories: 
- Scripting Commands
 - Introduced with Operation Flashpoint version 1.34
 - Operation Flashpoint: New Scripting Commands
 - Operation Flashpoint: Scripting Commands
 - Operation Flashpoint: Elite: Scripting Commands
 - ArmA: Armed Assault: Scripting Commands
 - Arma 2: Scripting Commands
 - Arma 2: Operation Arrowhead: Scripting Commands
 - Take On Helicopters: Scripting Commands
 - Arma 3: Scripting Commands
 - Command Group: Object Manipulation
 - Scripting Commands: Global Effect