createVehicleLocal: Difference between revisions

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m (Text replacement - "\[\[[cC]ategory:[sS]cripting [cC]ommands\|[a-z A-Z 0-9_]+\]\]" to "")
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|x1= <code>_lightsource = "#lightpoint" [[createVehicleLocal]] _pos;</code>
|x1= <code>_lightsource = "#lightpoint" [[createVehicleLocal]] _pos;</code>


| [[createVehicle]], [[createMine]], [[deleteVehicle]], [[createUnit]]
|seealso= [[createVehicle]], [[createMine]], [[deleteVehicle]], [[createUnit]]
}}
}}



Revision as of 00:29, 17 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Object Manipulation

Syntax

Syntax:
Syntax needed
Parameters:
type: String
position: Position
Return Value:
Return value needed

Examples

Example 1:
_lightsource = "#lightpoint" createVehicleLocal _pos;

Additional Information

See also:
createVehiclecreateMinedeleteVehiclecreateUnit

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 07:18, 5 June 2008 (CEST)
Kronzky
If the object that is created is of the type ammo, then it will created on all clients (tested only on VBS2).
Posted on 18:04, 5 September 2013 (CEST)
DamonDaemon
Indeed the type of Ammo is transfered to ALL clients, but apparently also the muzzle effects (firing sound, light, etc.); this includes muzzles from Horns (Truck or Car Horn, Bicycle bells, etc.) as well as any other weapon. Tested on Arma 1 - Arma 2 OA (latest patch).
Posted on November 2, 2018 - 12:16 (UTC)
demellion
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.