captive: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...) |
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{{Command | {{Command | ||
| ofp | | ofp | ||
|1.00 | |1.00 | ||
|arg= global | |arg= global | ||
|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|gr2= Sides | |gr2= Sides | ||
| Returns the captive state of the given unit (set with [[setCaptive]]). A captive unit will not be attacked by its enemies. | | Returns the captive state of the given unit (set with [[setCaptive]]). A captive unit will not be attacked by its enemies. | ||
{{Important| | {{Important| | ||
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.}} | ||
| [[captive]] object | | [[captive]] object | ||
|p1= object: [[Object]] - unit or vehicle | |p1= object: [[Object]] - unit or vehicle | ||
| [[Boolean]] - [[true]] if the unit is captive, [[false]] if not | | [[Boolean]] - [[true]] if the unit is captive, [[false]] if not | ||
|x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code> | |x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code> | ||
| [[captiveNum]], [[setCaptive]], [[side]] | | [[captiveNum]], [[setCaptive]], [[side]] | ||
}} | }} |
Revision as of 00:09, 18 January 2021
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:
if (captive _general) then { removeAllWeapons _general; };
Additional Information
- See also:
- captiveNumsetCaptiveside
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
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Object Manipulation
- Command Group: Sides
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands