If the object that is created is of the type ammo, then it will created on all clients (tested only on VBS2).
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.
Syntax
Syntax 1
type createVehicleLocal position
Parameters:
type: String - vehicle/object classNameposition: PositionAGL
Returns: Object
Syntax 2
since arma3 2.14
createVehicleLocal [type, position, markers, placement, special]
Parameters:
type: String - vehicle/object classNameposition: Object, Position2D or PositionATL (PositionAGL if watercraft or amphibious) - desired placement positionmarkers: 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.
Returns: 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"];
See also
createVehicle · createMine · deleteVehicle · createUnit
Community notes
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).
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.