allowCrewInImmobile: Difference between revisions

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{{RV|type=command
{{RV|type=command


| arma2oa
|game1= arma2oa
|version1= 1.60


|1.60
|game2= tkoh
|version2= 1.00
 
|game3= arma3
|version3= 0.50
 
|arg= local
 
|eff= global


|gr1= Object Manipulation
|gr1= Object Manipulation


| If true, units can be in a vehicle with broken tracks/wheels.
|descr= If [[true]], units will remain in a vehicle with broken tracks/wheels; they will still eject if the vehicle is drowning, about to explode or upside down for a while.
The {{Link|#Syntax 2|alternative syntax}} provides the ability to keep the crew in vehicle when it is upside down.


| vehicle '''allowCrewInImmobile''' bool
|s1= vehicle [[allowCrewInImmobile]] allow


|p1= vehicle: [[Object]]
|p1= vehicle: [[Object]]


|p2= bool: [[Boolean]]
|p2= allow: [[Boolean]]  


| [[Nothing]]
|r1= [[Nothing]]


|x1= <code>_vehicle [[allowCrewInImmobile]] [[true]];</code>
|s2= vehicle [[allowCrewInImmobile]] [brokenWheels, upsideDown]
|s2since= arma3 2.10


|seealso= [[canMove]]
|p21= vehicle: [[Object]]
}}
 
|p22= brokenWheels: [[Boolean]] - do not auto eject when vehicle has broken wheels
 
|p23= upsideDown: [[Boolean]] - do not auto eject when vehicle is upside down
 
|r2= [[Nothing]]


|x1= <sqf>_vehicle allowCrewInImmobile true;</sqf>


[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
|seealso= [[isAllowedCrewInImmobile]] [[setUnloadInCombat]] [[canMove]]
{{GameCategory|arma2|Scripting Commands}}
}}
{{GameCategory|arma3|Scripting Commands}}
[[Category:Arma 2: Operation Arrowhead: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= Killzone_Kid
<dd class="notedate">Posted on April 27, 2015 - 19:52 (UTC)</dd>
|timestamp= 20150427195200
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
|text= This will stop AI disembarking when immobile
<dd class="note">
<sqf>
This will stop AI disembarking when immobile
KK_fnc_allowCrewInImmobile = {
<code>KK_fnc_allowCrewInImmobile <nowiki>=</nowiki> {
_this allowCrewInImmobile true;
_this [[allowCrewInImmobile]] true;
{
{
_x [[disableAI]] "FSM";
_x disableAI "FSM";
_x [[setBehaviour]] "CARELESS";
_x setBehaviour "CARELESS";
} [[forEach]] [[crew]] _this;
} forEach crew _this;
};
};
//example
//example
car [[call]] KK_fnc_allowCrewInImmobile;</code>
car call KK_fnc_allowCrewInImmobile;
</dd>
</sqf>
</dl>
}}
<!-- DISCONTINUE Notes -->

Latest revision as of 15:00, 15 June 2022

Hover & click on the images for description

Description

Description:
If true, units will remain in a vehicle with broken tracks/wheels; they will still eject if the vehicle is drowning, about to explode or upside down for a while. The alternative syntax provides the ability to keep the crew in vehicle when it is upside down.
Groups:
Object Manipulation

Syntax

Syntax:
vehicle allowCrewInImmobile allow
Parameters:
vehicle: Object
allow: Boolean
Return Value:
Nothing

Alternative Syntax

Syntax:
vehicle allowCrewInImmobile [brokenWheels, upsideDown]
Parameters:
vehicle: Object
brokenWheels: Boolean - do not auto eject when vehicle has broken wheels
upsideDown: Boolean - do not auto eject when vehicle is upside down
Return Value:
Nothing

Examples

Example 1:
_vehicle allowCrewInImmobile true;

Additional Information

See also:
isAllowedCrewInImmobile setUnloadInCombat canMove

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
Killzone_Kid - c
Posted on Apr 27, 2015 - 19:52 (UTC)
This will stop AI disembarking when immobile
KK_fnc_allowCrewInImmobile = { _this allowCrewInImmobile true; { _x disableAI "FSM"; _x setBehaviour "CARELESS"; } forEach crew _this; }; //example car call KK_fnc_allowCrewInImmobile;