captive: Difference between revisions
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While a captive unit won't be attacked, it will still attack its enemies – be sure to [[setBehaviour]] "CARELESS" / [[removeAllWeapons]] accordingly.}} | While a captive unit won't be attacked, it will still attack its enemies – be sure to [[setBehaviour]] "CARELESS" / [[removeAllWeapons]] accordingly.}} | ||
|s1= | |s1= [[captive]] object | ||
|p1= object: [[Object]] - unit or vehicle | |p1= object: [[Object]] - unit or vehicle | ||
|r1=[[Boolean]] - [[true]] if the unit is captive, [[false]] if not | |r1= [[Boolean]] - [[true]] if the unit is captive, [[false]] if not | ||
|x1= < | |x1= <sqf>if (captive _general) then { removeAllWeapons _general; };</sqf> | ||
|seealso= [[captiveNum]] | |seealso= [[captiveNum]] [[setCaptive]] [[side]] | ||
}} | }} | ||
Latest revision as of 10:21, 13 May 2022
Description
- Description:
- Returns the captive state of the given unit (set with setCaptive). A captive unit will not be attacked by its enemies.
- Groups:
- Object ManipulationSides
Syntax
- Syntax:
- captive object
- Parameters:
- object: Object - unit or vehicle
- Return Value:
- Boolean - true if the unit is captive, false if not
Examples
- Example 1:
Additional Information
- See also:
- captiveNum setCaptive side
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: 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
- Command Group: Sides