setVehicleInit: Difference between revisions
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[[Category:Scripting Commands ArmA|SETVEHICLEINIT]] | [[Category:Scripting Commands ArmA|SETVEHICLEINIT]] | ||
[[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 07:08, 11 June 2013
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
- 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. --Crowe 03:12, 20 March 2008 (CET)