createVehicleLocal: Difference between revisions

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(Add more (all?) #types that can be created)
 
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{{RV|type=command
{{RV|type=command


| arma1
|game1= arma1
|version1= 1.00
 
|game2= arma2
|version2= 1.00
 
|game3= arma2oa
|version3= 1.50
 
|game4= tkoh
|version4= 1.00
 
|game5= arma3
|version5= 0.50


|1.00
|eff= local
|eff= local


|gr1= Object Manipulation
|gr1= Object Manipulation


| Creates an object of the given type. Created object is not transferred through network in MP games. [[netId]] of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use [[CfgDisabledCommands]] to blacklist this command. Alternatively, you can use [[createSimpleObject]] with local option enabled where applicable.
|descr= Creates an object of the given type. The Created object is not transferred through network in MP games.
[[netId]] of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use [[CfgDisabledCommands]] to blacklist this command.
Alternatively, you can use [[createSimpleObject]] with local option enabled where applicable.
 
|s1= type [[createVehicleLocal]] position
 
|p1= type: [[String]] - vehicle/object className
 
|p2= position: [[Array]] format [[Position#PositionAGL|PositionAGL]]


| type '''createVehicleLocal''' position
|r1= [[Object]]


|p1= type: [[String]]
|s2= [[createVehicleLocal]] [type, position, markers, placement, special]


|p2= position: [[Position]]
|s2since= arma3 2.14


| [[Object]]
|p21= type: [[String]] - vehicle/object className
 
|x1= <code>_lightsource = "#lightpoint" [[createVehicleLocal]] _pos;</code>


|seealso= [[createVehicle]], [[createMine]], [[deleteVehicle]], [[createUnit]]
|p22= position: [[Object]], [[Array]] format [[Position#Introduction|Position2D]] or [[PositionATL]] ([[PositionAGL]] if watercraft or amphibious) - desired placement position
}}
 
|p23= markers: [[Array]] of [[String]]s - (Optional, default <sqf inline>[]</sqf>) 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= placement: [[Number]] - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.


<dl class="command_description">
|p25= special: [[String]] - (Optional, default "NONE") can be one of the following:
<!-- Note Section BEGIN -->
* {{hl|"NONE"}} - will look for suitable empty position near given position (subject to other placement params) before placing vehicle there.
<dd class="notedate">Posted on 07:18, 5 June 2008 (CEST)</dd>
* {{hl|"CAN_COLLIDE"}} - places vehicle at given position (subject to other placement params), without checking if others objects can cross its 3D model.
<dt class="note">[[User:Kronzky|Kronzky]]</dt><dd class="note">
* {{hl|"FLY"}} - if vehicle is capable of flying and has crew, it will be made airborne at default height.
If the object that is created is of the type ammo, then it will created on '''all''' clients (''tested only on VBS2'').  
If ''special'' is "" or not specified, default {{hl|"NONE"}} is used.


<dd class="notedate">Posted on 18:04, 5 September 2013 (CEST)</dd>
|r2= [[Object]] - created vehicle or [[objNull]] if failed
<dt class="note">[[User:DamonDaemon|DamonDaemon]]</dt><dd class="note">
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).
<!-- Note Section END -->
</dl>


|x1= <sqf>_lightSource = "#lightpoint" createVehicleLocal _pos;</sqf>


|x2= Multiple types:
<sqf>
private _lightSource = "#lightsource" createVehicleLocal _pos; // see [[Light Source Tutorial]]
private _lightReflector = "#lightreflector" createVehicleLocal _pos; // see [[Light Source Tutorial]] - since {{arma3}} v2.06
private _particleSource = "#particlesource" createVehicleLocal _pos; // see [[Particles Tutorial]]
private _dynamicSound = "#dynamicsound" createVehicleLocal _pos; // see [[createSoundSource]]
</sqf>


{{GameCategory|ofpe|Scripting Commands}}
|x3= <sqf>
{{GameCategory|arma1|Scripting Commands}}
// since {{arma3}} v2.14
private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];
</sqf>


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


{{GameCategory|arma2|Scripting Commands}}
{{Note
{{GameCategory|arma3|Scripting Commands}}
|user= Kronzky
{{GameCategory|tkoh|Scripting Commands}}
|timestamp= 20080605071800
|text= If the object that is created is of the type ammo, then it will created on '''all''' clients (''tested only on VBS2'').
}}


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= DamonDaemon
<dd class="notedate">Posted on November 2, 2018 - 12:16 (UTC)</dd>
|timestamp= 20130905180400
<dt class="note">[[User:demellion|demellion]]</dt>
|text= 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 {{Name|arma1|short}} - {{Name|arma2oa|short}} (latest patch).
<dd class="note">
}}
'''WARNING:''' Do not instigate [[createVehicle]] or [[createVehicleLocal]] within a server function executed with [[Functions_Library_(Arma_3)#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.
 
</dd>
{{Note
</dl>
|user= demellion
<!-- DISCONTINUE Notes -->
|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#Modifications|-mod]] and make server skip/loop that mission init.
}}

Latest revision as of 01:06, 4 March 2024

Hover & click on the images for description

Description

Description:
Creates an object of the given type. The Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be "0:0". To disable local vehicle creation, use CfgDisabledCommands to blacklist this command. Alternatively, you can use createSimpleObject with local option enabled where applicable.
Groups:
Object Manipulation

Syntax

Syntax:
type createVehicleLocal position
Parameters:
type: String - vehicle/object className
position: Array format PositionAGL
Return Value:
Object

Alternative Syntax

Syntax:
createVehicleLocal [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.
If special is "" or not specified, default "NONE" is used.
Return Value:
Object - created vehicle or objNull if failed

Examples

Example 1:
_lightSource = "#lightpoint" createVehicleLocal _pos;
Example 2:
Multiple types:
private _lightSource = "#lightsource" createVehicleLocal _pos; // see Light Source Tutorial private _lightReflector = "#lightreflector" createVehicleLocal _pos; // see Light Source Tutorial - since Arma 3 v2.06 private _particleSource = "#particlesource" createVehicleLocal _pos; // see Particles Tutorial private _dynamicSound = "#dynamicsound" createVehicleLocal _pos; // see createSoundSource
Example 3:
// since Arma 3 v2.14 private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];

Additional Information

See also:
createVehicle createMine deleteVehicle createUnit

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
Kronzky - c
Posted on Jun 05, 2008 - 07:18 (UTC)
If the object that is created is of the type ammo, then it will created on all clients (tested only on VBS2).
DamonDaemon - c
Posted on Sep 05, 2013 - 18:04 (UTC)
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 - Arma 2:OA (latest patch).
demellion - c
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.