setVehicleInit: Difference between revisions
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Revision as of 21:44, 9 January 2021
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:
- Object Manipulation
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.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Global Effect
- Scripting Commands OFP Elite
- Arma 2: Scripting Commands
- Scripting Commands Take On Helicopters