---
name: "BIS_fnc_destroyer01EdenDelete"
type: function
status: ok
groups: ["Destroyer"]
arma3_since: "1.84"
locality: {"argument": null, "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/BIS_fnc_destroyer01EdenDelete
revid: 286034
updated: 2021-06-20T17:24:36Z
---

# BIS_fnc_destroyer01EdenDelete

*Function · Destroyer · Arma 3 v1.84*

## Description

- This is a sub function designed to delete dynamic ships (multi-part structure) in EDEN editor. Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space. Function will delete ship parts in EDEN editor after main object is deleted.

## Syntax

```sqf
[] call BIS_fnc_destroyer01EdenDelete
```

**Parameters:**

- `mode` — 0: (Scalar)
- `param0` — 0: ship Base/object
  and
- `param1` — 1: array of objects in variable in base objects name-space ["bis_carrierParts", []];

**Returns:** nothing
Ship's parts are deleted in EDEN editor.

## Examples

### Example 1

```sqf
class Eventhandlers
{
    init = "_this call BIS_fnc_Destroyer01Init";                                //main init fnc, will assemble ship in game
    AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01EdenInit";            //function to update objects position in EDEN editor if attributes changed by player
    Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate";                    //function to update objects position in EDEN editor if attributes changed by player
    RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit";            //initial EDEN init fnc (main init is still called)
    UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete";        //function  to delete all ship objects in EDEN editor
};
```

## Function header

The comment at the top of the function's file in the game; this page's description, params, returns, examples come from it.

```sqf
/*
Author: Bravo Zero One development
- John_Spartan

Description:
- This is a sub function designed to delete dynamic ships (multi-part structure) in EDEN editor. Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space.
Function will delete ship parts in EDEN editor after main object is deleted.

Execution:
- Call from EH on the main ship base model (blank model with memory points and reference config).

    Example:
    class Eventhandlers
    {
        init = "_this call BIS_fnc_Destroyer01Init";                                //main init fnc, will assemble ship in game
        AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01EdenInit";            //function to update objects position in EDEN editor if attributes changed by player
        Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate";                    //function to update objects position in EDEN editor if attributes changed by player
        RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit";            //initial EDEN init fnc (main init is still called)
        UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete";        //function  to delete all ship objects in EDEN editor
    };

Requirements:
- An array of ship parts/objects as a variable attached to main ship base. This array is created by main BIS_fnc_Destroyer01Init.

Parameter(s):
    _this select 0: mode (Scalar)
    0: ship Base/object
    and
    1: array of objects in variable in base objects name-space ["bis_carrierParts", []];

Returns: nothing
Result: Ship's parts are deleted in EDEN editor.
*/
```

<sub>Source: [BI Community Wiki — BIS fnc destroyer01EdenDelete](https://community.bistudio.com/wiki/BIS_fnc_destroyer01EdenDelete) (revision 286034).</sub>
