setVehicleInit

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Introduced with Armed Assault version 1.00
  Effects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
Attach a statement to a unit. The statement is propagated over the network in MP games, it can be executed by invoking processInitCommands.
Arma 3 logo black.png
For security reasons, the command was disabled in Arma 3. Use remoteExec for remote execution.

Syntax

Syntax:
unitName setVehicleInit statement
Parameters:
unitName: Object
statement: String
Return Value:
Nothing

Examples

Example 1:
_soldier3 setVehicleInit "this allowFleeing 0";

Additional Information

Multiplayer:
The statement will be sent to clients connecting after the command has been executed.
Note that the statement will be executed automatically by JIP clients before Init.sqs or its SQF counterpart has been executed.
See also:
Multiplayer ScriptingInitialization OrderprocessInitCommandsclearVehicleInit

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
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Notes

03:12, 20 March 2008 (CET)
Crowe
setVehicleInit statements will be executed in the order of the unit creation time. This means, the statements of units who have been placed in the editor first, will be executed first.
Posted on May 22, 2016 - 21:38 (UTC)
AgentRev
remoteExec and remoteExecCall will accept an object as JIP parameter, which make them behave in a very similar way to setVehicleInit before it was disabled.

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