hideObject: Difference between revisions
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				Lou Montana (talk | contribs)  m (Text replacement - " +\] +" to "] ")  | 
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{{  | {{RV|type=command  | ||
| arma2 |=   | |game1= arma2  | ||
|version1= 1.06  | |||
|1.  | |game2= arma2oa  | ||
|version2= 1.50  | |||
|  | |game3= tkoh  | ||
|version3= 1.00  | |||
|  | |game4= arma3  | ||
|version4= 0.50  | |||
|   | |arg= global  | ||
|   | |eff= local  | ||
|  | |gr1= Object Manipulation  | ||
|   | |descr= Hide entity. Can be used on soldiers and vehicles, also on static objects.  | ||
|  | |s1= [[hideObject]] object  | ||
|  | |p1= object: [[Object]]  | ||
|  | |r1= [[Nothing]]  | ||
|  | |s2= object [[hideObject]] hidden  | ||
|  | |p21= object: [[Object]]  | ||
| [[  | |p22= hidden: [[Boolean]] - [[true]]->hidden; [[false]]->visible  | ||
|  | |r2= [[Nothing]]  | ||
<  | |x1= <sqf>hideObject unitName;</sqf>  | ||
|x2= <sqf>objectName hideObject true;</sqf>  | |||
<  | |||
|seealso= [[isObjectHidden]] [[hideObjectGlobal]] [[deleteCollection]]  | |||
}}  | |||
{{Note  | |||
|user= Shuko  | |||
|timestamp= 20100715200000  | |||
|text= This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible.  | |||
}}  | |||
{{Note  | |||
<  | |user= McHide  | ||
|timestamp= 20110204081300  | |||
|text= Use MP framework to activate this command on all players from server or any other maschine  | |||
<sqf>_nic = [nil, mantohide, "per", rHideObject, true] call RE; // In A3 use hideObjectGlobal instead.</sqf>  | |||
}}  | |||
{{Note  | |||
|user= DamonDaemon  | |||
|timestamp= 20120210063600  | |||
|text= Hidden Vehicles still emit smoke/rotor blade dust and (probably) still emit engine sounds.  | |||
Useful for creating objects the mission maker doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units.  | |||
}}  | |||
{{Note  | |||
|user= Benargee  | |||
|timestamp= 20141030055400  | |||
|game= arma3  | |||
|version= 1.33  | |||
|text= When used on player, it only has an effect on third person mode. First person [[LOD]] is still visible.  | |||
}}  | |||
{{Note  | |||
|user= DreadedEntity  | |||
[[  | |timestamp= 20150627181400  | ||
[[  | |game= arma3  | ||
|version= 1.45  | |||
|text= [[hideObject]] and [[hideObjectGlobal]] disable object collision in addition to rendering.  | |||
(tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)  | |||
}}  | |||
Latest revision as of 17:49, 8 November 2023
Description
- Description:
 - Hide entity. Can be used on soldiers and vehicles, also on static objects.
 - Groups:
 - Object Manipulation
 
Syntax
- Syntax:
 - hideObject object
 - Parameters:
 - object: Object
 - Return Value:
 - Nothing
 
Alternative Syntax
- Syntax:
 - object hideObject hidden
 - Parameters:
 - object: Object
 - hidden: Boolean - true->hidden; false->visible
 - Return Value:
 - Nothing
 
Examples
- Example 1:
 - hideObject unitName;
 - Example 2:
 
Additional Information
- See also:
 - isObjectHidden hideObjectGlobal deleteCollection
 
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 Jul 15, 2010 - 20:00 (UTC)
 - This command will hide a unit, but he will still shoot enemies. Unit will be invisible, but weapon muzzle are visible.
 
- Posted on Feb 04, 2011 - 08:13 (UTC)
 - Use MP framework to activate this command on all players from server or any other maschine
 
- Posted on Feb 10, 2012 - 06:36 (UTC)
 - Hidden Vehicles still emit smoke/rotor blade dust and (probably) still emit engine sounds. Useful for creating objects the mission maker doesn't want to be seen, like Units that protect a certain Area (like a safe-zone) against teamkillers or enemy units.
 
- Posted on Oct 30, 2014 - 05:54 (UTC)
 - 
When used on player, it only has an effect on third person mode. First person LOD is still visible.
 
- Posted on Jun 27, 2015 - 18:14 (UTC)
 - 
hideObject and hideObjectGlobal disable object collision in addition to rendering. (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)