alive: Difference between revisions
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m (Bot: Reverted to revision 92507 by pierremgi on 2015-10-19T23:48:52Z) |
m (template:command argument fix) |
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| Check if given vehicle/person/building is alive (i.e. not dead or destroyed). [[alive]] [[objNull]] returns [[false]]. |= | | Check if given vehicle/person/building is alive (i.e. not dead or destroyed). [[alive]] [[objNull]] returns [[false]]. |DESCRIPTION= | ||
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| '''alive''' object |= | | '''alive''' object |SYNTAX= | ||
|p1= object: [[Object]] to test |= Parameter 1 | |p1= object: [[Object]] to test |= Parameter 1 | ||
| [[Boolean]]: true when alive, false when dead |= | | [[Boolean]]: true when alive, false when dead |RETURNVALUE= | ||
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| [[setDamage]], [[damage]] |= | | [[setDamage]], [[damage]] |SEEALSO= | ||
}} | }} |
Revision as of 11:25, 7 April 2019
Description
- Description:
- Check if given vehicle/person/building is alive (i.e. not dead or destroyed). alive objNull returns false.
- Groups:
- Uncategorised
Syntax
- Syntax:
- alive object
- Parameters:
- object: Object to test
- Return Value:
- Boolean: true when alive, false when dead
Examples
Additional Information
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
Notes
Bottom Section
- Posted on October 19, 2015 - 23:48 (UTC)
- Pierre MGI
- Alive or not could be the question! in multi-player, missions come with respawn module(s). When a player is dead shot, (alive player) will return false, then almost immediately true if the "revive" respawn template is enabled, then could turn on false if time for assistance is elapsed or if the player activates the respawn menu before; and finally true after player respawns. Just be aware that in that case (respawn + revive enabled), the status of the player is toggling: true false true false true. Then, alive status while player is waiting for being rescued could lead to some error scripts as player is supposed to be alive but in limbo and the dead entity "player" passed to server.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Information
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Notes: Improper Formatting