setVehicleInit: Difference between revisions
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| [[Multiplayer Scripting]], [[Initialization Order]], [[processInitCommands]], [[clearVehicleInit]] |See also= | | [[Multiplayer Scripting]], [[Initialization Order]], [[processInitCommands]], [[clearVehicleInit]] |See also= | ||
|mp= The statement will be sent to clients connecting after the command has been executed.<br | |mp= The statement will be sent to clients connecting after the command has been executed.<br> | ||
Note that the statement will be executed automatically by [[JIP]] clients before [[Init.sqs]] or its [[SQF]] counterpart has been executed. |= | Note that the statement will be executed automatically by [[JIP]] clients before [[Init.sqs]] or its [[SQF]] counterpart has been executed. |= | ||
}} | }} |
Revision as of 11:56, 19 March 2020
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.
- 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. - Groups:
- Uncategorised
Syntax
- Syntax:
- unitName setVehicleInit statement
- Parameters:
- unitName: Object
- statement: String
- Return Value:
- Nothing
Examples
- Example 1:
_soldier3 setVehicleInit "this allowFleeing 0";
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
- 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.