createUnit
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Description
- Description:
- Create unit of a class that's defined in CfgVehicles. The Group parameter MUST be an existing group or the unit won't be created.
- Groups:
- Uncategorised
Syntax
- Syntax:
- type createUnit [position, group, init, skill, rank]
- Parameters:
- type: String - Class name of unit to be created as per CfgVehicles
- [position, group, init, skill, rank]: Array
- position: Position, Position2D or Object - Location unit is created at
- group: Group - Existing group new unit will join
- init (Optional): String - Command to be executed upon creation of unit. Parameter this is set to the created unit and passed to the code. Default: ""
- skill (Optional): Number - Unit skill. Default: 0.5
- rank (Optional): String - Unit rank. Default: PRIVATE
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- group createUnit [type, position, markers, placement, special]
- Parameters:
- group: Group - Existing group new unit will join
- [type, position, markers, placement, special]: Array
- type: String - Class name of unit to be created as per CfgVehicles
- position: Position, Position2D or Object - Location unit is created at
- markers: Array - Placement markers
- placement: Number - Placement radius
- special: String - Unit placement special, one of "NONE", "FORM", "CAN_COLLIDE", "CARGO"
- Return Value:
- Object - The reference to created unit
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 'BAF_L85A2_RIS_SUSAT'", 0.6, "corporal"];
- Example 4:
_unit = group player createUnit ["SoldierWB", position player, [], 0, "FORM"];
Additional Information
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
Notes
- Posted on August 13, 2006 - 12:32
- raedor
- To give a newly created unit a name, put "newUnit = this" in the init field.
- 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.
- Posted on December 24, 2007 - 00:33
- MulleDK13
- If you do not wish it to be in a group, you can create a gamelogic and group it to that.
Note: The unit will deny to move away from the gamelogic.
Bottom Section
- Posted on August 27, 2015 - 02:25 (UTC)
- Austin medic
-
In order to solve the above problem you can simply group it to the game logic as stated, then group it to grpNull
e.gmyUnit join myGroupLogic; myUnit join grpNull
- Posted on 21 December 2006
- Sbsmac
-
Although this command takes a group as an argument, you need to use the join command if you want the created units to perform actions such as move. For example:
comment "Create a new soldier within 100m of the player and cause them to run towards the player" ; _grp = createGroup west; unit = _grp createUnit ["SoldierWB", position player, [], 100, "FORM"] ; [unit] join _grp ; unit move position player ;
However, some commands such as setUnitPos only work if run before the join. - Posted on 11 March 2011
- kju
- Comment above about 'an additional join required' is no longer true for Operation Arrowhead.
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 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Object Manipulation