setVehicleInit: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) mNo edit summary |
Lou Montana (talk | contribs) m (Fix page, add Multiplayer Scripting and Initialization Order link) |
||
Line 1: | Line 1: | ||
{{Command|= | {{Command|Comments= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| arma | | | arma |Game name= | ||
|1.00| | |1.00|Game version= | ||
|eff= global | | |||
|eff= global |Effects in MP= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Attach a statement to a unit. The statement is propagated over the network in MP games, it can be executed by invoking [[processInitCommands]]. | | Attach a statement to a unit. The statement is propagated over the network in MP games, it can be executed by invoking [[processInitCommands]]. | ||
{{Feature arma3|For security reasons, the command was disabled in Arma 3. Use [[remoteExec | {{Feature arma3|For security reasons, the command was disabled in Arma 3. Use [[remoteExec]] for remote execution.}}|Description= | ||
|= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| unitName | | unitName [[setVehicleInit]] statement |Syntax= | ||
|p1= unitName: [[Object]] | | |p1= unitName: [[Object]] |Parameter 1= | ||
|p2= statement: [[String]] | | |p2= statement: [[String]] |Parameter 2= | ||
| [[Nothing]] | | | [[Nothing]] |Return value= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= < | |x1= <code>_soldier3 [[setVehicleInit]] "[[this]] [[allowFleeing]] 0";</code> |Example 1= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[ | | [[Multiplayer Scripting]], [[Initialization Order]], [[processInitCommands]], [[clearVehicleInit]] |See also= | ||
| mp=The statement will be sent to clients connecting after the command has been executed. Note that the statement will be executed automatically by [[JIP]] clients before [[Init.sqs]] or its [[SQF]] counterpart has been executed. |= | |mp= The statement will be sent to clients connecting after the command has been executed.<br /> | ||
Note that the statement will be executed automatically by [[JIP]] clients before [[Init.sqs]] or its [[SQF]] counterpart has been executed. |= | |||
}} | }} | ||
Line 34: | Line 35: | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">03:12, 20 March 2008 (CET) | |||
<dt class="note">[[User:Crowe|Crowe]] | |||
<dd class="note">setVehicleInit statements will be executed in the order of the unit creation time. | |||
This means, the statements of units who have been placed in the editor first, will be executed first. | |||
<dd class="notedate"> | <dd class="notedate">Posted on May 22, 2016 - 21:38 (UTC) | ||
<dt class="note"> | <dt class="note">[[User:AgentRevolution|AgentRev]] | ||
<dd class="note"> | <dd class="note"> | ||
[[remoteExec]] and [[remoteExecCall]] will accept an object as JIP parameter, which make them behave in a very similar way to [[setVehicleInit]] before it was disabled. | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
Line 46: | Line 49: | ||
<h3 style="display:none">Bottom Section</h3> | <h3 style="display:none">Bottom Section</h3> | ||
[[Category:Scripting Commands| | [[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands OFP Elite | | [[Category:Scripting Commands OFP Elite |{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA| | [[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | ||
Revision as of 01:18, 29 January 2019
Description
- Description:
- Attach a statement to a unit. The statement is propagated over the network in MP games, it can be executed by invoking processInitCommands.
- Multiplayer:
- The statement will be sent to clients connecting after the command has been executed.
Note that the statement will be executed automatically by JIP clients before Init.sqs or its SQF counterpart has been executed. - Groups:
- Uncategorised
Syntax
- Syntax:
- unitName setVehicleInit statement
- Parameters:
- unitName: Object
- statement: String
- Return Value:
- Nothing
Examples
- Example 1:
_soldier3 setVehicleInit "this allowFleeing 0";
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
- 03:12, 20 March 2008 (CET)
- Crowe
- setVehicleInit statements will be executed in the order of the unit creation time. This means, the statements of units who have been placed in the editor first, will be executed first.
- Posted on May 22, 2016 - 21:38 (UTC)
- AgentRev
- remoteExec and remoteExecCall will accept an object as JIP parameter, which make them behave in a very similar way to setVehicleInit before it was disabled.