captiveNum: Difference between revisions

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{{RV|type=command


[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
|game1= arma2
|version1= 1.00
 
|game2= arma2oa
|version2= 1.50
 
|game3= tkoh
|version3= 1.00
 
|game4= arma3
|version4= 0.50
 
|arg= global
 
|gr1= Object Manipulation
 
|gr2= Sides
 
|descr= Checks whether the unit is a [[captive]]. If the unit is a vehicle, its commander is checked instead.<br>
If a unit's captivity level was set as a [[Boolean]], then the returned number is either 0 (for [[false]]) or 1 (for [[true]]).
 
|s1= [[captiveNum]] unit
 
|p1= unit: [[Object]]
 
|r1= [[Number]] - anything from 0 to value set by [[setCaptive]] alt syntax. A non zero value means [[captive]].
 
|x1= <sqf>_captivity = captiveNum _unit;</sqf>
 
|x2= <sqf>_unit setCaptive 1024;
hint str captive _unit; // true
hint str captiveNum _unit; // 1024</sqf>
 
|seealso= [[captive]] [[setCaptive]]
}}

Latest revision as of 11:21, 13 May 2022

Hover & click on the images for description

Description

Description:
Checks whether the unit is a captive. If the unit is a vehicle, its commander is checked instead.
If a unit's captivity level was set as a Boolean, then the returned number is either 0 (for false) or 1 (for true).
Groups:
Object ManipulationSides

Syntax

Syntax:
captiveNum unit
Parameters:
unit: Object
Return Value:
Number - anything from 0 to value set by setCaptive alt syntax. A non zero value means captive.

Examples

Example 1:
_captivity = captiveNum _unit;
Example 2:
_unit setCaptive 1024; hint str captive _unit; // true hint str captiveNum _unit; // 1024

Additional Information

See also:
captive setCaptive

Notes

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