createVehicle: Difference between revisions
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				Lou Montana (talk | contribs)  m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*) ([^ ]*)<\/code>" to "<code>$1$2$3 $4</code>")  | 
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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:  | ||
<code>private _vehicle {{=}} "C_Offroad_01_F" createVehicle position   | <code>private _vehicle {{=}} "C_Offroad_01_F" createVehicle position player;  | ||
_vehicle setVariable ["BIS_enableRandomization", false];</code>  | _vehicle setVariable ["BIS_enableRandomization", false];</code>  | ||
Check [[Vehicle Customization (VhC)]] page for more information and settings.}}  | Check [[Vehicle Customization (VhC)]] page for more information and settings.}}  | ||
Revision as of 11:41, 12 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:
 _jeep = "Jeep" createVehicle position player;- Example 2:
 _heli = "AH1Z" createVehicle getMarkerPos "hspawn";- Example 3:
 _veh = createVehicle ["ah1w", position player, [], 0, "FLY"];- Example 4:
 _veh = createVehicle ["2S6M_Tunguska", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];- Example 5:
 - Objects such as
- "test_EmptyObjectForBubbles"
 - "test_EmptyObjectForFireBig"
 - "test_EmptyObjectForSmoke"
 
[] spawn { private _fire = "test_EmptyObjectForFireBig" createVehicle position player; sleep 5; deleteVehicle _fire; }; - 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"
 
_claymore = "ClaymoreDirectionalMine_Remote_Ammo_Scripted" createVehicle position player; _claymore spawn { sleep 5; _this setDamage 1; }; - 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:
_wh = "GroundWeaponHolder_Scripted" createVehicle position player; player action ["DropWeapon", _wh, currentWeapon player]; - 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.
"vehclass" createVehicle pos;This is equivalent tocreateVehicle ["vehclass", [pos select 0, pos select 1, 0], [], 0, "NONE"]; 
- 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.
_veh = createVehicle [etc...]; _veh setVectorUp [0,0,1]; 
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