createVehicle: Difference between revisions
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{{Feature|arma3|To avoid vehicle randomisation in {{arma3}}, set the {{hl|BIS_enableRandomization}} variable immediately after creating the vehicle: | {{Feature|arma3|To avoid vehicle randomisation in {{arma3}}, set the {{hl|BIS_enableRandomization}} variable immediately after creating the vehicle: | ||
< | <sqf>private _vehicle = "C_Offroad_01_F" createVehicle position player; | ||
_vehicle setVariable ["BIS_enableRandomization", false];</ | _vehicle setVariable ["BIS_enableRandomization", false];</sqf> | ||
Check [[Vehicle Customization (VhC)]] page for more information and settings.}} | Check [[Vehicle Customization (VhC)]] page for more information and settings.}} | ||
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* "test_EmptyObjectForSmoke" | * "test_EmptyObjectForSmoke" | ||
create additional emitters, which are stored in "effects" variable on the object. Since {{arma3}} v1.72 these emitters are automatically deleted when object is deleted | create additional emitters, which are stored in "effects" variable on the object. Since {{arma3}} v1.72 these emitters are automatically deleted when object is deleted | ||
< | <sqf>[] spawn | ||
{ | { | ||
private _fire = "test_EmptyObjectForFireBig" createVehicle position player; | private _fire = "test_EmptyObjectForFireBig" createVehicle position player; | ||
sleep 5; | sleep 5; | ||
deleteVehicle _fire; | deleteVehicle _fire; | ||
};</ | };</sqf> | ||
|x6= The following explosives (ending with {{hl|_Scripted}}) can be set off by applying [[setDamage]] 1 to them for ease of scripting: | |x6= The following explosives (ending with {{hl|_Scripted}}) can be set off by applying [[setDamage]] 1 to them for ease of scripting: | ||
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* "SatchelCharge_Remote_Ammo_Scripted" | * "SatchelCharge_Remote_Ammo_Scripted" | ||
* "ClaymoreDirectionalMine_Remote_Ammo_Scripted" | * "ClaymoreDirectionalMine_Remote_Ammo_Scripted" | ||
< | <sqf>_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player; | ||
_claymore spawn | _claymore spawn | ||
{ | { | ||
sleep 5; | sleep 5; | ||
_this setDamage 1; | _this setDamage 1; | ||
};</ | };</sqf> | ||
|x7= Add inventory to objects without inventory: | |x7= Add inventory to objects without inventory: | ||
< | <sqf>_boxes = "Land_Pallet_MilBoxes_F" createVehicle position player; | ||
_cargo = "Supply500" createVehicle [0,0,0]; | _cargo = "Supply500" createVehicle [0,0,0]; | ||
_cargo attachTo [_boxes, [0,0,0.85]]; | _cargo attachTo [_boxes, [0,0,0.85]]; | ||
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} | } | ||
forEach attachedObjects (_this select 0); | forEach attachedObjects (_this select 0); | ||
}];</ | }];</sqf> | ||
|x8= Drop player's weapon: | |x8= Drop player's weapon: | ||
< | <sqf>_wh = "GroundWeaponHolder_Scripted" createVehicle position player; | ||
player action ["DropWeapon", _wh, currentWeapon player];</ | player action ["DropWeapon", _wh, currentWeapon player];</sqf> | ||
|x9= 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: | |x9= 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: | ||
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* "WeaponHolderSimulated_Scripted" | * "WeaponHolderSimulated_Scripted" | ||
* "Weapon_Empty" (a special weaponholder that displays only a single weapon, even if it contains magazines for this weapon) | * "Weapon_Empty" (a special weaponholder that displays only a single weapon, even if it contains magazines for this weapon) | ||
< | <sqf>private _weaponHolder = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; | ||
_weaponHolder addWeaponCargo ["arifle_Katiba_F", 1]; | _weaponHolder addWeaponCargo ["arifle_Katiba_F", 1]; | ||
hint "You have 5 seconds to grab this weapon"; | hint "You have 5 seconds to grab this weapon"; | ||
sleep 5; | sleep 5; | ||
deleteVehicle _weaponHolder;</ | deleteVehicle _weaponHolder;</sqf> | ||
|seealso= [[createVehicleLocal]] [[create3DENEntity]] [[createVehicleCrew]] [[createAgent]] [[createTrigger]] [[createUnit]] [[createMine]] [[deleteVehicle]] [[createGroup]] [[createCenter]] [[setVehiclePosition]] | |seealso= [[createVehicleLocal]] [[create3DENEntity]] [[createVehicleCrew]] [[createAgent]] [[createTrigger]] [[createUnit]] [[createMine]] [[deleteVehicle]] [[createGroup]] [[createCenter]] [[setVehiclePosition]] | ||
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|timestamp= 20220313172236 | |timestamp= 20220313172236 | ||
|text= Objects are created with a [[vectorUp]] of [[surfaceNormal|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. | |text= Objects are created with a [[vectorUp]] of [[surfaceNormal|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. | ||
<sqf> _veh = createVehicle [etc...]; | <sqf> | ||
_veh = createVehicle [etc...]; | |||
_veh setVectorUp [0,0,1]; | |||
</sqf> | </sqf> | ||
}} | }} |
Revision as of 15:56, 13 May 2022
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)
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, and 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:
- Pages with SQF errors
- 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