captive: Difference between revisions
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| Returns the captive state of the given unit (set with [[setCaptive]]). A captive unit will not be attacked by its enemies. | |descr= Returns the captive state of the given unit (set with [[setCaptive]]). A captive unit will not be attacked by its enemies. | ||
{{Feature|important| | {{Feature|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.}} |
Revision as of 21:00, 13 June 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
-
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