createUnit
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Description
- Description:
- Create unit of given type. Format of unitInfo is: [pos (Position), group (Group),init (String), skill (Number), rank (String)] init, skill and rank are optional, default values are: "", 0.5, "PRIVATE". The Group parameter MUST be an existing group or the unit won't be created.
- Multiplayer:
- The code in init is executed on all connected clients in multiplayer. It can therefore be used to get around the publicVariable limitation of not being able to send strings and arrays over the network.
- Groups:
- Uncategorised
Syntax
- Syntax:
- "type" createUnit unitInfo
- Parameters:
- type: String - Classname of unit to be createdas per cfgVehicles
- unitInfo: Array
- Return Value:
- Nothing
Examples
- Example 1:
"SoldierWB" createUnit [position player, group player]
- Example 2:
"soldierWB" createUnit [getMarkerPos "barracks", groupAlpha]
- Example 3:
"soldierWB" createUnit [getMarkerPos "marker_1", groupAlpha,"loon1 = this ; this addweapon {binocular}", 0.6, "corporal"]
Additional Information
Notes
-
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Only post proven facts here! Add Note
Notes
- Posted on August 13, 2006 - 12:32
- raedor
- Does not return anything. To give a newly created unit a name, put "newUnit = this" in the init.
- Posted on 18:41, 5 April 2007 (CEST)
- Shuko
- The eventhandlers added with addEventHandler in the init parameter will only fire locally on the machine where this creation command is called from.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.34
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Manipulation