setVehicleInit: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Added SEEALSO)
m (VBS2 scripting category removal)
Line 47: Line 47:
[[Category:Scripting Commands ArmA|SETVEHICLEINIT]]
[[Category:Scripting Commands ArmA|SETVEHICLEINIT]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands VBS2|{{uc:{{PAGENAME}}}}]]

Revision as of 05:19, 19 July 2011

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

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

See also:
MP editing guideprocessInitCommandsclearVehicleInit

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

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. --Crowe 03:12, 20 March 2008 (CET)

Bottom Section