---
name: "createVehicleLocal"
type: command
status: ok
groups: ["Object Manipulation"]
arma3_since: "0.50"
locality: {"argument": null, "effect": "local", "server_exec": false}
source: https://community.bistudio.com/wiki/createVehicleLocal
revid: 377538
updated: 2026-01-02T06:54:18Z
---

# createVehicleLocal

*Command · Object Manipulation · Arma 3 v0.50 · introduced in Armed Assault v1.00*

Locality: effect **local**

## Description

Creates an object of the given type. The Created object is not transferred through network in MP games.
[netId](../commands/netId.md) 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](../commands/createSimpleObject.md) with local option enabled where applicable.

## Syntax

### Syntax 1

```sqf
type createVehicleLocal position
```

**Parameters:**

- `type`: [String](../topics/String.md) - vehicle/object className
- `position`: [PositionAGL](../topics/Position.md#positionagl)

**Returns:** [Object](../topics/Object.md)

### Syntax 2

*since arma3 2.14*

```sqf
createVehicleLocal [type, position, markers, placement, special]
```

**Parameters:**

- `type`: [String](../topics/String.md) - vehicle/object className
- `position`: [Object](../topics/Object.md), [Position2D](../topics/Position.md#introduction) or [PositionATL](../topics/Position.md) ([PositionAGL](../topics/Position.md) if watercraft or amphibious) - desired placement position
- `markers`: [Array](../topics/Array.md) of [String](../topics/String.md)s - (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](../commands/setMarkerPos.md), the vehicle will also be created at given z coordinate.
- `placement`: [Number](../topics/Number.md) - (Optional, default 0) the vehicle is placed inside a circle with given position as center and placement as its radius.
- `special`: [String](../topics/String.md) - (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](../topics/Object.md) - created vehicle or [objNull](../commands/objNull.md) if failed

## Examples

### Example 1

```sqf
_lightSource = "#lightpoint" createVehicleLocal _pos;
```

### Example 2

Multiple types:

```sqf
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

```sqf
// since Arma 3 v2.14
private _lightPoint = createVehicleLocal ["#lightpoint", getMarkerPos "marker1", ["marker2", "marker3"], 0, "NONE"];
```

## See also

[createVehicle](../commands/createVehicle.md) · [createMine](../commands/createMine.md) · [deleteVehicle](../commands/deleteVehicle.md) · [createUnit](../commands/createUnit.md)

## Community notes

**Kronzky** — 2008-06-05

If the object that is created is of the type ammo, then it will created on **all** clients (*tested only on VBS2*).

---

**DamonDaemon** — 2013-09-05

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** — 2018-11-02

**WARNING:** Do not instigate [createVehicle](../commands/createVehicle.md) or [createVehicleLocal](../commands/createVehicleLocal.md) within a server function executed with [preInit](../topics/Functions_Library.md#pre-and-post-init) 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.

<sub>Source: [BI Community Wiki — createVehicleLocal](https://community.bistudio.com/wiki/createVehicleLocal) (revision 377538).</sub>
