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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Check if given vehicle/person/building is alive (i.e. not dead or destroyed). [[alive]] [[objNull]] returns [[false]] | | Check if given vehicle/person/building is alive (i.e. not dead or destroyed). | ||
{{Informative | {{Inline code|[[alive]] [[objNull]] {{cc|returns [[false]]}}}}}}|DESCRIPTION= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | [[alive]] object |SYNTAX= | ||
|p1= object: [[Object]] to test |PARAMETER1= | |p1= object: [[Object]] to test |PARAMETER1= | ||
| [[Boolean]] | | [[Boolean]] - [[true]] if alive, [[false]] if dead/completely destroyed |RETURNVALUE= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= SQS: <code>?!([[alive]] [[player]]) : [[exit]]</code> |EXAMPLE1= | |x1= SQS: <code>?!([[alive]] [[player]]) : [[exit]]</code> |EXAMPLE1= | ||
|x2= SQF: <code>[[if]] (![[alive]] [[player]]) [[exitWith]] {};</code> |EXAMPLE2= | |x2= SQF: <code>[[if]] (![[alive]] [[player]]) [[exitWith]] {};</code> |EXAMPLE2= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[setDamage]], [[damage]] |SEEALSO= | | [[setDamage]], [[damage]] |SEEALSO= | ||
}} | }} | ||
<h3 style="display:none">Notes</h3> | <h3 style="display:none">Notes</h3> | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<dd class="notedate">Posted on October 19, 2015 - 23:48 (UTC)</dd> | <dd class="notedate">Posted on October 19, 2015 - 23:48 (UTC)</dd> | ||
Line 53: | Line 36: | ||
</dd> | </dd> | ||
</dl> | </dl> | ||
< | |||
<h3 style="display:none">Bottom Section</h3> | |||
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Command_Group: Object Information|{{uc:{{PAGENAME}}}}]] |
Revision as of 21:43, 19 November 2019
Description
- Description:
- Check if given vehicle/person/building is alive (i.e. not dead or destroyed).
- Groups:
- Uncategorised
Syntax
- Syntax:
- alive object
- Parameters:
- object: Object to test
- Return Value:
- Boolean - true if alive, false if dead/completely destroyed
Examples
Additional Information
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
- Posted on October 19, 2015 - 23:48 (UTC)
- Pierre MGI
- Alive or not could be the question! in multi-player, missions come with respawn module(s). When a player is dead shot, (alive player) will return false, then almost immediately true if the "revive" respawn template is enabled, then could turn on false if time for assistance is elapsed or if the player activates the respawn menu before; and finally true after player respawns. Just be aware that in that case (respawn + revive enabled), the status of the player is toggling: true false true false true. Then, alive status while player is waiting for being rescued could lead to some error scripts as player is supposed to be alive but in limbo and the dead entity "player" passed to server.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Object Information