createVehicle: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "(Optional, default {{hl|[]}})" to "(Optional, default <sqf inline>[]</sqf>)") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 37: | Line 37: | ||
To avoid vehicle randomisation in {{arma3}}, set the {{hl|BIS_enableRandomization}} variable immediately after creating the vehicle: | To avoid vehicle randomisation in {{arma3}}, set the {{hl|BIS_enableRandomization}} variable immediately after creating the vehicle: | ||
<sqf> | <sqf> | ||
private _vehicle = "C_Offroad_01_F" createVehicle | private "_vehicle"; | ||
_vehicle setVariable ["BIS_enableRandomization", false]; | isNil { // run [[Scheduler#Unscheduled Environment|unscheduled]] | ||
_vehicle = "C_Offroad_01_F" createVehicle getPosATL player; | |||
_vehicle setVariable ["BIS_enableRandomization", false]; | |||
}; | |||
// the _vehicle variable is available after that | |||
</sqf> | </sqf> | ||
See the [[Arma 3: Vehicle | See the [[Arma 3: Vehicle Customisation]] page for more information and settings. | ||
}} | }} | ||
Line 84: | Line 88: | ||
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> | <sqf> | ||
0 spawn | |||
{ | { | ||
private _fire = "test_EmptyObjectForFireBig" createVehicle position player; | private _fire = "test_EmptyObjectForFireBig" createVehicle position player; | ||
Line 133: | Line 137: | ||
* "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> | <sqf> | ||
private _weaponHolder = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; | 0 spawn | ||
_weaponHolder addWeaponCargo ["arifle_Katiba_F", 1]; | { | ||
hint "You have 5 seconds to grab this weapon"; | private _weaponHolder = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; | ||
sleep 5; | _weaponHolder addWeaponCargo ["arifle_Katiba_F", 1]; | ||
deleteVehicle _weaponHolder; | hint "You have 5 seconds to grab this weapon"; | ||
sleep 5; | |||
deleteVehicle _weaponHolder; | |||
}; | |||
</sqf> | </sqf> | ||
Line 151: | Line 158: | ||
{{Note | {{Note | ||
|user= | |user= AgentRev | ||
|timestamp= 20170516090500 | |timestamp= 20170516090500 | ||
|text= For the alternative syntax, if the vehicle has <syntaxhighlight lang="cpp" inline>canFloat = 1;</syntaxhighlight> in its config class (e.g. boats and wheeled APCs) the command expects [[Position#PositionAGL|PositionAGL]], | |text= For the alternative syntax, if the vehicle has <syntaxhighlight lang="cpp" inline>canFloat = 1;</syntaxhighlight> in its config class (e.g. boats and wheeled APCs) the command expects [[Position#PositionAGL|PositionAGL]], |
Latest revision as of 19:08, 20 September 2024
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