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{{RV|type=command | {{RV|type=command | ||
| ofp | |game1= ofp | ||
|version1= 1.34 | |||
|1. | |game2= ofpe | ||
|version2= 1.00 | |||
|game3= arma1 | |||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|eff= global | |eff= global | ||
Line 9: | Line 26: | ||
|gr1= Object Manipulation | |gr1= Object Manipulation | ||
| Creates an empty object of given classname type. | |descr= Creates an empty object of given classname type. | ||
See [[Arma 3 Assets]] / [[Arma 3: createVehicle/vehicles]], or [[:Category:CfgVehicles]] for earlier games. | See [[Arma 3: Assets]] / [[Arma 3: createVehicle/vehicles]], or [[:Category:CfgVehicles]] for earlier games. | ||
{{Feature | | {{Feature|informative| | ||
* To create objects of type {{hl|"Logic"}}, use [[createUnit]]. | |||
* To create an editable [[:Category: Eden Editor| Eden Editor]] entity, see [[create3DENEntity]]. | |||
}} | |||
{{Feature|arma3 | To avoid vehicle randomisation in {{arma3}}, set the | {{Feature|arma3| | ||
< | To avoid vehicle randomisation in {{arma3}}, set the {{hl|BIS_enableRandomization}} variable immediately after creating the vehicle: | ||
_vehicle | <sqf> | ||
private "_vehicle"; | |||
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> | |||
See the [[Arma 3: Vehicle Customisation]] page for more information and settings. | |||
}} | |||
| type [[createVehicle]] position | |s1= type [[createVehicle]] position | ||
|p1= type: [[String]] - vehicle/object className | |p1= type: [[String]] - vehicle/object className | ||
|p2= position: [[Position]] - | |p2= position: [[Array]] format [[Position]] - desired placement position. If the exact position is occupied, nearest empty position is used. | ||
| [[Object]] | |r1= [[Object]] | ||
|s2= [[createVehicle]] [type, position, markers, placement, special] | |s2= [[createVehicle]] [type, position, markers, placement, special] | ||
|p21 | |p21= type: [[String]] - vehicle/object className | ||
| | |p22= position: [[Object]]; [[Array]] format [[Position#Introduction|Position2D]] or [[PositionATL]] ([[PositionAGL]] if watercraft or amphibious) - desired placement position | ||
| | |p23= markers: [[Array]] of [[String]]s - (Optional, default <sqf inline>[]</sqf>) 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. | |||
| | |p24= placement: [[Number]] - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius. | ||
| | |p25= special: [[String]] - (Optional, default "NONE") can be one of the following: | ||
* | * {{hl|"NONE"}} - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there. | ||
* | * {{hl|"CAN_COLLIDE"}} - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model. | ||
* | * {{hl|"FLY"}} - if vehicle is capable of flying and has crew, it will be made airborne at default height. | ||
If ''special'' is "" or not specified, default | If ''special'' is "" or not specified, default {{hl|"NONE"}} is used. | ||
|r2= [[Object]] - created vehicle or [[objNull]] if failed | |r2= [[Object]] - created vehicle or [[objNull]] if failed | ||
|x1= < | |x1= <sqf>_jeep = "Jeep" createVehicle position player;</sqf> | ||
|x2= < | |x2= <sqf>_heli = "AH1Z" createVehicle getMarkerPos "hspawn";</sqf> | ||
|x3= < | |x3= <sqf>_veh = createVehicle ["ah1w", position player, [], 0, "FLY"];</sqf> | ||
|x4 = < | |x4= <sqf>_veh = createVehicle ["2S6M_Tunguska", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];</sqf> | ||
|x5= Objects such as | |x5= Objects such as | ||
Line 59: | Line 86: | ||
* "test_EmptyObjectForFireBig" | * "test_EmptyObjectForFireBig" | ||
* "test_EmptyObjectForSmoke" | * "test_EmptyObjectForSmoke" | ||
create additional emitters, which are stored in "effects" variable on the object. Since | 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> | ||
0 spawn | |||
{ | { | ||
private _fire = "test_EmptyObjectForFireBig" createVehicle position player; | |||
sleep 5; | |||
deleteVehicle _fire; | |||
};</ | }; | ||
</sqf> | |||
|x6= The following explosives (ending with | |x6= The following explosives (ending with {{hl|_Scripted}}) can be set off by applying [[setDamage]] 1 to them for ease of scripting: | ||
* "DemoCharge_Remote_Ammo_Scripted" | * "DemoCharge_Remote_Ammo_Scripted" | ||
* "SatchelCharge_Remote_Ammo_Scripted" | * "SatchelCharge_Remote_Ammo_Scripted" | ||
* "ClaymoreDirectionalMine_Remote_Ammo_Scripted" | * "ClaymoreDirectionalMine_Remote_Ammo_Scripted" | ||
< | <sqf> | ||
_claymore | _claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player; | ||
_claymore spawn | |||
{ | { | ||
sleep 5; | |||
_this | _this setDamage 1; | ||
};</ | }; | ||
</sqf> | |||
|x7= Add inventory to objects without inventory: | |x7= Add inventory to objects without inventory: | ||
< | <sqf> | ||
_cargo = "Supply500" | _boxes = "Land_Pallet_MilBoxes_F" createVehicle position player; | ||
_cargo | _cargo = "Supply500" createVehicle [0,0,0]; | ||
_cargo attachTo [_boxes, [0,0,0.85]]; | |||
// optional for objects that can take damage | |||
_boxes | _boxes addEventHandler ["Killed", | ||
{ | { | ||
{ | { | ||
detach _x, | |||
deleteVehicle _x; | |||
} | } | ||
forEach attachedObjects (_this select 0); | |||
}];</ | }]; | ||
</sqf> | |||
|x8= Drop player's weapon: | |x8= Drop player's weapon: | ||
< | <sqf> | ||
_weaponHolder = "GroundWeaponHolder_Scripted" createVehicle position player; | |||
player action ["DropWeapon", _weaponHolder, 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: | ||
Line 101: | Line 136: | ||
* "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> | ||
_weaponHolder | 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; | |||
}; | |||
</sqf> | |||
|seealso= [[createVehicleLocal]] | |seealso= [[createVehicleLocal]] [[create3DENEntity]] [[createVehicleCrew]] [[createAgent]] [[createTrigger]] [[createUnit]] [[createMine]] [[deleteVehicle]] [[createGroup]] [[createCenter]] [[setVehiclePosition]] | ||
}} | }} | ||
{{Note | |||
{{ | |user= MrSanchez | ||
{{ | |timestamp= 20150822130400 | ||
|text= 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. | ||
}} | |||
{{Note | |||
|user= AgentRev | |||
|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]], | |||
otherwise always [[Position#PositionATL|PositionATL]]. | |||
}} | |||
{{Note | |||
|user= demellion | |||
|timestamp= 20181102121600 | |||
|text= '''WARNING:''' Do not instigate [[createVehicle]] or [[createVehicleLocal]] within a server function executed with [[Arma 3: Functions Library#Pre_and_Post_Init|preInit]] flag.<br> | |||
This will cause ''"You cannot play/edit this mission"'' for a vehicles compiled from a [[Arma 3: Startup Parameters#Modifications|-mod]] and make server skip/loop that mission init. | |||
}} | |||
{{Note | |||
|user= R3vo | |||
|timestamp= 20190810091000 | |||
|text= The main syntax creates vehicles at ground level ignoring the Z in ''pos'' and is also faster than the alternative syntax. | |||
<sqf>"vehclass" createVehicle pos;</sqf> | |||
This is equivalent to <sqf>createVehicle ["vehclass", [pos select 0, pos select 1, 0], [], 0, "NONE"];</sqf> | |||
}} | |||
< | {{Note | ||
|user= DreadedEntity | |||
|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. | |||
<sqf> | |||
_veh = createVehicle [/*etc...*/]; | |||
_veh setVectorUp [0,0,1]; | |||
</sqf> | |||
}} |
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