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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|For objects of type {{hl|"Logic"}} use [[createUnit]] instead.}} | ||
{{Feature | arma3 | To avoid vehicle randomisation in {{arma3}}, set the ''BIS_enableRandomization'' variable immediately after creating the vehicle: | {{Feature | arma3 | To avoid vehicle randomisation in {{arma3}}, set the ''BIS_enableRandomization'' variable immediately after creating the vehicle: | ||
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|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. | ||
|r1= [[Object]] | |r1= [[Object]] | ||
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|s2= [[createVehicle]] [type, position, markers, placement, special] | |s2= [[createVehicle]] [type, position, markers, placement, special] | ||
|p21= | |p21= type: [[String]] - vehicle/object className | ||
|p22= | |p22= position: [[Object]], [[Array]] format [[Position2D]] or [[PositionATL]] ([[PositionAGL]] if boat or amphibious) - desired placement position | ||
|p23= | |p23= markers: [[Array]] of [[String]]s - (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. | ||
|p24= | |p24= placement: [[Number]] - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius. | ||
|p25 | |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|"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|"CAN_COLLIDE"}} - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model. | ||
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* "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 | ||
<code>[] [[spawn]] | <code>[] [[spawn]] | ||
{ | { | ||
Line 84: | Line 82: | ||
};</code> | };</code> | ||
|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" | ||
Line 128: | Line 126: | ||
}} | }} | ||
{{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= AgentRevolution | |||
|timestamp= 20170516090500 | |||
|text= For the alternative syntax, if the vehicle has {{hl|c= canFloat = 1;}} in its config class (e.g. boats and wheeled APCs), the command expects [[PositionAGL]], and otherwise always [[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|-mod]] and make server skip/loop that mission init. | |||
}} | |||
'''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|-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. | |||
The main syntax creates vehicles at ground level ignoring the Z in ''pos'' and is also faster than the | |||
<code>"vehclass" [[createVehicle]] ''pos'';</code> This is equivalent to <code>[[createVehicle]] ["vehclass", [''pos'' [[select]] 0, ''pos'' [[select]] 1, 0], [], 0, "NONE"];</code> | <code>"vehclass" [[createVehicle]] ''pos'';</code> This is equivalent to <code>[[createVehicle]] ["vehclass", [''pos'' [[select]] 0, ''pos'' [[select]] 1, 0], [], 0, "NONE"];</code> | ||
}} | |||
Revision as of 00:34, 26 November 2021
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 boat 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:
- createVehicleLocalcreateVehicleCrewcreateAgentcreateTriggercreateUnitcreateMinedeleteVehiclecreateGroupcreateCentersetVehiclePosition
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"];
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