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Introduced with Operation Flashpoint version 1.001.00Arguments of this scripting command don't have to be local to the client the command is executed on
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Check if given vehicle/person/building is alive (i.e. not dead or destroyed).
alive objNull // returns false


alive object
object: Object to test
Return Value:
Boolean - true if alive, false if dead/completely destroyed


Example 1:
SQS: ?!(alive player) : exit
Example 2:
SQF: if (!alive player) exitWith {};

Additional Information

See also:


Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.


Posted on October 19, 2015 - 23:48 (UTC)
Pierre MGI
Alive or not could be the question! in multi-player, missions come with respawn module(s). When a player is dead shot, (alive player) will return false, then almost immediately true if the "revive" respawn template is enabled, then could turn on false if time for assistance is elapsed or if the player activates the respawn menu before; and finally true after player respawns. Just be aware that in that case (respawn + revive enabled), the status of the player is toggling: true false true false true. Then, alive status while player is waiting for being rescued could lead to some error scripts as player is supposed to be alive but in limbo and the dead entity "player" passed to server.

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