orderGetIn

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Description

Description:
Force all units in the array to get in or out of their assigned vehicles. Units must be assigned to a vehicle before this command will do anything.

Notes:
  • The command has no affect on AI lead by a player Group Leader (GL)
  • A vehicle needs be assigned via addVehicle or assignAsXXX or moveInXXX first for the command to have any effect. orderGetIn true makes the AI to board the vehicle. Or the AI GL orders them due to other means (ie getIn, guard waypoints).
  • However one can initially set orderGetIn false, add one or more vehicles and only once/when the AI is to enter, you set orderGetIn true for AI to start moving to the vehicle(s) or getting in the vehicle(s).
  • orderGetIn false makes AI also leave a vehicle when inside already. However it does not affect assignedVehicleRole nor assignedVehicle. Only leaveVehicle will remove both
  • orderGetIn false even makes AI eject while the vehicle positions are locked ((lockDriver, lockTurret, lockCargo - however orderGetIn true will not override the position lock to make them enter
  • AI units on the way to enter the vehicle won't stop on the way if orderGetIn false set but continue to the vehicle and just stop short without entering - allowGetIn false instead will make the AI stop instantly (same as unassignVehicle when combined with orderGetIn false)
  • One can combine orderGetIn false and allowGetIn false to manage when exactly AI is to enter vehicles
  • orderGetIn is persistent/a general group behavior setting - don't forget previous changes with future vehicle use!
  • If you want to make a vehicle no longer used by a group, you need to remove the vehicle from the group's vehicle pool via leaveVehicle.
Groups:
Unit Control

Syntax

Syntax:
unitArray orderGetIn order
Parameters:
unitArray: Array
order: Boolean
Return Value:
Nothing

Examples

Example 1:
[_unitOne, _unitTwo] orderGetIn true
Example 2:
[_unitOne, _unitTwo] orderGetIn false

Additional Information

See also:
allowGetInaddVehicleassignAsCargoassignAsCommanderassignAsDriverassignAsGunner

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

Posted on 8 May, 2014 - 18:59
ffur2007slx2_5
(ArmA3 ver 1.18), here's a quick reference to unit's embarkation and disembarkation.
Command Remote Control Behavior Role Unassigning
orderGetIn false orderGetIn won't take effect on player controlled AI units. It needs to be used together with assignAsXXX command family. Generally speaking, orderGetIn is a Role Executor. When orderGetIn is set false, it won't unassign unit's vehicle role but will force the unit to get out of the vehicle and stop him re-entering until set true again. orderGetIn false won't stop short an unit on the way to enter the vehicle in the but unassignVehicle will do. orderGetIn false will wait to fire until the unit enter a vehicle.
allowGetIn false allowGetIn won't take effect on player controlled AI units. Different from orderGetIn, this command is a Role Holder, it can control the unit's movement in the half way set by orderGetIn but not by setWaypointType, unit will be forced to get out from a vehicle by allowGetIn false and won't automatically re-enter the vehicle until allowGetIn true allowGetIn won't do anything with unit's vehicle role
doGetOut true Works on player controlled ai silently, unit will automatically get back to the vehicle after disembarkation. (Unit won't get out until vehicle is stopped or landed) false
commandGetOut true Same as doGetOut with radio message. (Unit won't get out until vehicle is stopped or landed) false
leaveVehicle false leaveVehicle can't force a player controlled AI disembark true
action ["GetOut",_veh] true Eject immediately without parachute false
action ["Eject",_veh] true Eject immediately with parachute if needed false
setWaypointType "GETIN" false Waypoint won't be affected by orderGetIn false or allowGetIn false until the unit is on the vehicle. N/A

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