setVehicleLock: Difference between revisions
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{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
|1.00 | |game2= arma1 | ||
|version2= 1.00 | |||
| | |game3= arma2 | ||
| | |version3= 1.00 | ||
| | |game4= arma2oa | ||
|version4= 1.50 | |||
| Sets vehicle lock. Possible values: | |game5= tkoh | ||
|version5= 1.00 | |||
|game6= arma3 | |||
|version6= 0.50 | |||
|arg= local | |||
|eff= global | |||
|gr1= Object Manipulation | |||
|descr= Sets vehicle lock. Possible values: | |||
<br> | <br> | ||
* "UNLOCKED" | * "UNLOCKED" | ||
* "DEFAULT" | * "DEFAULT" | ||
* "LOCKED" | * "LOCKED" | ||
* "LOCKEDPLAYER" | * "LOCKEDPLAYER" | ||
| vehicleName | |s1= vehicleName [[setVehicleLock]] lockState | ||
|p1= vehicleName: [[Object]] | |p1= vehicleName: [[Object]] | ||
|p2= lockState: [[String]] | |p2= lockState: [[String]] | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
| | |x1= <sqf>_veh1 setVehicleLock "LOCKED";</sqf> | ||
|seealso= [[lock]] [[locked]] [[lockDriver]] [[lockCargo]] [[lockTurret]] | |||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
< | <dt></dt> | ||
<dd class="notedate">Posted on 2014-10-22 - 02:01 (UTC)</dd> | |||
<dt class="note">[[User:AgentRev|AgentRev]]</dt> | |||
<dd class="notedate">Posted on | |||
<dt class="note">[[User: | |||
<dd class="note"> | <dd class="note"> | ||
In Arma 3:<br> | In Arma 3:<br> | ||
Line 62: | Line 57: | ||
setVehicleLock "LOCKEDPLAYER" = same as "[[lock]] 3" | setVehicleLock "LOCKEDPLAYER" = same as "[[lock]] 3" | ||
</dd> | </dd> | ||
< | <dt><dt> | ||
< | <dd class="notedate">Posted on 2015-03-04 - 15:57 (UTC)</dd> | ||
<dd class="notedate">Posted on | <dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | ||
<dt class="note">[[User: | |||
<dd class="note"> | <dd class="note"> | ||
DEFAULT lock is default vehicle lock when vehicle placed in editor. If player is in a group of AIs and not the leader, he will not be able to enter this vehicle as he will not have GetIn action for this vehicle. | DEFAULT lock is default vehicle lock when vehicle placed in editor. If player is in a group of AIs and not the leader, he will not be able to enter this vehicle as he will not have GetIn action for this vehicle. | ||
</dd> | </dd> | ||
</dl> | </dl> | ||
Latest revision as of 23:05, 4 May 2024
Description
- Description:
- Sets vehicle lock. Possible values:
- "UNLOCKED"
- "DEFAULT"
- "LOCKED"
- "LOCKEDPLAYER"
- Groups:
- Object Manipulation
Syntax
- Syntax:
- vehicleName setVehicleLock lockState
- Parameters:
- vehicleName: Object
- lockState: String
- Return Value:
- Nothing
Examples
- Example 1:
- _veh1 setVehicleLock "LOCKED";
Additional Information
- See also:
- lock locked lockDriver lockCargo lockTurret
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
- Posted on 2014-10-22 - 02:01 (UTC)
- AgentRev
-
In Arma 3:
setVehicleLock "UNLOCKED" = same as "lock 0"
setVehicleLock "DEFAULT" = same as "lock 1"
setVehicleLock "LOCKED" = same as "lock 2"
setVehicleLock "LOCKEDPLAYER" = same as "lock 3" - Posted on 2015-03-04 - 15:57 (UTC)
- Killzone_Kid
- DEFAULT lock is default vehicle lock when vehicle placed in editor. If player is in a group of AIs and not the leader, he will not be able to enter this vehicle as he will not have GetIn action for this vehicle.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Global Effect