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Arma 3PATCH 2026.10.18

How to Delete Existing Buildings from the Map on an Arma 3 Server

By VGSources Team 8 min read

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You cannot remove a building that was shipped as part of an Arma 3 terrain with deleteVehicle. That command is for objects placed in Eden or created while the mission runs. For a map-native building, copy its Eden map ID, resolve it with nearestObject, and hide the returned object:

private _building = [0,0,0] nearestObject 1117336;
_building hideObject true;

Replace 1117336 with the ID of your target. The method hides the terrain building without treating it as a mission-created vehicle, and it can be tested first in Eden Preview before you move the mission to a dedicated server.

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Choose the method from the building’s origin

Arma 3 presents two different kinds of objects that look similar in the world. The distinction determines whether deletion is possible and which command is appropriate.

Object you want to remove Correct operation How you identify it Where locality matters
Building supplied by the terrain (map-native scenery) Resolve it with nearestObject, then call hideObject true Eden Editor map ID Terrain objects such as buildings are local everywhere
Object placed in Eden for the mission deleteVehicle Mission object reference or variable Editor-placed objects are local to the server
Object spawned by mission code deleteVehicle The variable returned or assigned when it was created Run cleanup where the object is local
Vehicle with crew Delete the occupants with deleteVehicleCrew, then delete the vehicle Vehicle reference Follow the locality of the vehicle and crew

Confusing these categories is the reason a command that appears syntactically correct often leaves a permanent house on the map. A terrain building was not spawned by your mission, so there is no mission object for deleteVehicle to remove.

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Hide one terrain building by its Eden map ID

This is the reliable workflow when you know the exact building that should disappear. It uses a helper object only to run the expression; the helper is not the building itself.

1. Turn on map IDs in Eden

  1. Open the mission in Eden Editor.
  2. Enable the editor’s map-ID display.
  3. Zoom to the building you want to hide and record the ID shown for that building. Do not copy the coordinates as a substitute: the method needs the terrain object’s numeric ID.

Work at a useful zoom level so you can associate the number with the correct structure when several buildings are close together. If you record an adjacent ID, the script can work perfectly while hiding the wrong house.

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2. Add a helper object

  1. Select an existing harmless helper object near the target, or place one in Eden for testing.
  2. Open that object’s initialization field.
  3. Paste the expression below and replace HIEROBJEKTID with the number you recorded.
this enableSimulation false;
this allowDamage false;
delh = [0,0,0] nearestObject HIEROBJEKTID;
delh hideObject true;

The first two lines are the pattern used by the published editor workflow: the helper does not simulate and is protected from damage. The essential lines are the nearestObject lookup and hideObject true. You may keep the helper out of sight or use an object already present for mission setup.

3. Understand the lookup expression

[0,0,0] is a position passed to nearestObject, followed by the terrain ID. In this usage, the position is only part of the command’s required form; the ID selects the map object. The result is stored in delh, and that object reference is then hidden.

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For a single known building, a minimal version is:

private _building = [0,0,0] nearestObject 1117336;
_building hideObject true;

Use a private variable when the code is confined to one script. The helper example uses the global-style name delh because it is written for an object initialization field. Either form still depends on a valid ID.

4. Preview before testing online

  1. Start Eden Preview with the helper present.
  2. Visit the target location and verify that the intended building has disappeared.
  3. If the wrong structure is gone, stop the preview, return to the map-ID display, and capture the correct number.

The cited editor workflow reports the building disappearing in preview. Preview confirms that the expression resolves and hides an object in that mission context; it does not, by itself, prove that every dedicated-server framework will initialize the helper in the same way.

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5. Test on the dedicated server

  1. Publish the updated mission to the server’s mission location.
  2. Start the mission on the dedicated server.
  3. Connect with a client and travel to the target area.
  4. Confirm the building is hidden for the connected player, not only for the machine that launched the editor preview.

This separate test matters because Arma 3 assigns locality differently to terrain scenery and mission objects. A client-only result is not sufficient evidence of the server result.

Why deleteVehicle does not remove a map house

The official command reference limits deleteVehicle to objects inserted in the mission editor and objects created during gameplay. A house that is part of the terrain belongs to the map, not to your mission’s object list. Passing a terrain building to the command therefore does not provide the deletion behavior you want.

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The command is appropriate for a mission-created object:

// Mission-created object
_myObject deleteVehicle;

It also accepts an array. This form is useful when your script has already collected the objects that belong to the mission:

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{ deleteVehicle _x } forEach _objects;

Do not interpret the array form as permission to pass every object returned by a broad world search. Terrain scenery can be returned by searches, but it remains terrain scenery and is not made deletable by putting it in an array.

Vehicles with occupants

When the object is a vehicle carrying crew, remove the occupants with deleteVehicleCrew before deleting the vehicle. The official reference warns that deleting crew with deleteVehicle can leave bugs or ghost objects. This warning applies to mission-created vehicles; it does not turn a terrain building into a deletable object.

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Deleting mission objects in an area

Area cleanup is a different problem from hiding one map building. A trigger-based script can collect nearby objects and delete them, but the search must be constrained to objects your mission owns.

{
    deleteVehicle _x
} forEach (nearestObjects [thisTrigger, ["all"], (triggerArea thisTrigger) select 0]);

This community pattern uses the trigger as the center, asks for objects in the trigger’s radius, and deletes each returned object. Treat it as a starting pattern rather than a safe “clear everything” switch.

Protect players and required objects

Before using an area cleanup, define what is allowed to be deleted. A trigger can overlap players, mission-critical objects, editor helpers, or terrain scenery. Passing all of those results directly to deleteVehicle can produce the wrong outcome or leave the terrain untouched while removing something important.

  • Exclude players and playable units.
  • Exclude vehicles or objects needed by later mission stages.
  • Exclude the helper object that runs the cleanup if it must remain available.
  • Keep terrain buildings out of the deletion set; hide a specific terrain object by ID instead.

The safer design is to tag or otherwise track mission-created objects when you create them, then delete only that tracked collection. If you must use nearestObjects, apply explicit filters before calling deleteVehicle and test the trigger with a connected client.

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Locality on a dedicated server

Locality explains why a script can appear successful in one test and fail to produce the expected multiplayer result. Bohemia Interactive’s locality documentation distinguishes terrain objects from mission objects:

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  • Terrain objects such as buildings are local everywhere.
  • Objects placed in Eden and empty vehicles are local to the server.

Commands that change an object’s state operate on the object where that state is local. The allowDamage command has its own locality requirements and changes only the local object state. Consequently, do not assume that a client-side test of the helper’s protection or a visual result proves that the server has applied the same state.

Practical execution rules

  • For a terrain building, ensure the hide expression is executed in the mission context that initializes for all connected clients.
  • For editor-placed or spawned objects, perform deletion on the server, where those objects are local.
  • When a script is called by a trigger, establish whether the trigger code is running on the server or on a client before deleting mission objects.
  • Always verify the result with a client connected to the dedicated server.

The helper-object method is convenient because its initialization expression is part of the mission. If your framework moves initialization into a server-only or client-only phase, adapt the execution location to that framework and test both the server and client view.

Hide versus delete: selecting the right outcome

Decision factor Hide a terrain building Delete a mission object
Object origin Terrain-native structure Eden-placed or runtime-created object
Identifier Eden map ID resolved with nearestObject Object variable or tracked collection
Scope Best for one known building or a deliberate list of IDs Best for mission-owned objects, including area cleanup
Operation hideObject true deleteVehicle
Risk of an over-broad search Incorrect ID can hide a neighboring terrain object Unfiltered results can include players, protected objects, or scenery
Testing requirement Check Eden Preview and then a connected dedicated-server client Check server execution and confirm protected objects remain

Use hiding when the map structure itself is the target. Use deletion when your mission created the object and you want it removed from the mission world.

Troubleshooting checklist

The building remains visible

  • Confirm that the number came from Eden’s map-ID display and was copied exactly.
  • Check that the helper object’s initialization field is saved with the mission.
  • Verify that the expression reaches hideObject true; a typo in the variable or ID prevents the intended result.
  • Run the test in Eden Preview, then repeat on the dedicated server with a connected client.

The wrong building disappears

  • Return to Eden and enable map IDs again.
  • Zoom closer to distinguish neighboring structures.
  • Replace the recorded number with the ID displayed for the intended building.

A cleanup trigger removes too much

  • Stop using the unfiltered ["all"] result as a final implementation.
  • Add exclusions for players, playable units, protected objects, and mission helpers.
  • Track mission-created objects directly and delete that tracked set instead of searching the whole area.

The editor test works but multiplayer does not

  • Check where the initialization expression runs in the dedicated-server mission.
  • Remember that terrain objects are local everywhere, while editor-placed objects and empty vehicles are server-local.
  • Check the result from a connected client and not only from the host’s local view.
  • Review any allowDamage usage separately, because its effect is local to the object state and has locality requirements.

Recommended implementation patterns

One known terrain building

private _building = [0,0,0] nearestObject 1117336;
_building hideObject true;

This is the smallest expression for a single ID. Replace the number, keep the lookup and hide operation together, and test the exact location.

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Helper initialization in Eden

this enableSimulation false;
this allowDamage false;
delh = [0,0,0] nearestObject HIEROBJEKTID;
delh hideObject true;

This follows the documented helper-object workflow. The simulation and damage lines concern the helper; the terrain change is performed by the final two lines.

Mission-owned area cleanup

{
    deleteVehicle _x
} forEach (nearestObjects [thisTrigger, ["all"], (triggerArea thisTrigger) select 0]);

Use this only after adding the protections described above. It is not a substitute for the map-ID method and should not be aimed at terrain scenery.

What to retain

  • deleteVehicle removes mission-editor and runtime-created objects, not map-native terrain buildings.
  • A terrain building is targeted by its Eden map ID, resolved with nearestObject, and hidden with hideObject true.
  • The helper-object initialization workflow is easy to preview, but a dedicated-server test with a connected client is still required.
  • Area deletion needs explicit filtering so players, protected objects, and terrain scenery are not treated as disposable mission objects.
  • Locality differs between terrain and editor-created objects, so execute and verify each operation in the context where its target is local.

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Arma 3Arma 3 serverdedicated serverEden Editormission scriptingSQF

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