Difference between revisions of "alive"

From Bohemia Interactive Community
Jump to navigation Jump to search
m
(add. classification)
Line 46: Line 46:
 
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]
 
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting Commands VBS2|{{uc:{{PAGENAME}}}}]]

Revision as of 01:29, 2 December 2009

Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Check if given vehicle/person/building is alive (i.e. not dead or destroyed).

Syntax

Syntax:
alive object
Parameters:
object: Object to test
Return Value:
Boolean: true when alive, false when dead

Examples

Example 1:
?!(alive player) : exit

Additional Information

Multiplayer:
-
See also:
setDamagedamage

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Returns 'BOOL' if the object does'nt exists. For example in multiplayer when a object is removed alive will return 'BOOL' if a new player join after the object were destroyed. -- If you're determining whether a unit is still viable, you might also want to look at canMove, canFire and canStand. nomdeplume 12:45, 16 November 2009 (CET)

Bottom Section