hideObjectGlobal: Difference between revisions

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(tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)
(tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)
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<dd class="notedate">Posted on September 1, 2016 - 12:04 (UTC)</dd>
<dd class="notedate">Posted on September 1, 2016 - 12:04 (UTC)</dd>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dt class="note">[[User:Demellion|Demellion]]</dt>
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As of '''A3 1,62.134494''' running '''hideObjectGlobal''' in big loop may cause some objects not to be hidden for a players already connected or passed '''JIP'''. To avoid players rendering desync consider running that in '''preInit''' schedule of a server.
As of '''A3 1,62.134494''' running '''hideObjectGlobal''' in big loop may cause some objects not to be hidden for a players already connected or passed '''JIP'''. To avoid players rendering desync consider running that in '''preInit''' schedule of a server.
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<dd class="notedate">Posted on August 7, 2017 - 12:44 (UTC)</dd>
<dd class="notedate">Posted on August 7, 2017 - 12:44 (UTC)</dd>
<dt class="note">[[User:DrSova|DrSova]]</dt>
<dt class="note">[[User:DrSova|DrSova]]</dt>
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For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot
For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot
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<dd class="notedate">Posted on October 13, 2018 - 18:36 (UTC)</dd>
<dd class="notedate">Posted on October 13, 2018 - 18:36 (UTC)</dd>
<dt class="note">[[User:Tankbuster|Tankbuster]]</dt>
<dt class="note">[[User:Tankbuster|Tankbuster]]</dt>

Revision as of 16:32, 18 January 2021

Hover & click on the images for description

Description

Description:
This command is designed for MP. Hides object on all connected clients as well as JIP. Call on the server only. Can be used on static objects. In SP this command behaves just like hideObject.
Groups:
Object Manipulation

Syntax

Syntax:
hideObjectGlobal object
Parameters:
object: Object - object to hide
Return Value:
Nothing

Alternative Syntax

Syntax:
object hideObjectGlobal hidden
Parameters:
object: Object
hidden: Boolean - true->hidden; false->visible
Return Value:
Nothing

Examples

Example 1:
hideObjectGlobal nearestBuilding [2500,2500,0];
Example 2:
objectname hideObjectGlobal true;

Additional Information

See also:
hideObjectisObjectHiddendeleteCollection

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 June 27, 2015 - 18:14 (UTC)
DreadedEntity
hideObject and hideObjectGlobal disable object collision in addition to rendering. A3 1.45.131175 (tested by hiding buildings and running through, driving through, flying through, and shooting through where the building used to be)
Posted on September 1, 2016 - 12:04 (UTC)
Demellion
As of A3 1,62.134494 running hideObjectGlobal in big loop may cause some objects not to be hidden for a players already connected or passed JIP. To avoid players rendering desync consider running that in preInit schedule of a server.
Posted on August 7, 2017 - 12:44 (UTC)
DrSova
In A3 1.72.142342 when you hide object via hideObjectGlobal, model sounds still be audible. For e.g. if you delete apex house from map, you still hear a conditioner sound at this spot
Posted on October 13, 2018 - 18:36 (UTC)
Tankbuster
Eventhandlers such as "explosion" will work on hidden objects