captive: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
m (Text replacement - "|= Game name" to "|Game name=")
(27 intermediate revisions by 14 users not shown)
Line 1: Line 1:
[[Category:Scripting Commands|CAPTIVE]]
{{Command|Comments=
[[Category:Scripting Commands OFP 1.96|CAPTIVE]]
____________________________________________________________________________________________
[[Category:Scripting Commands OFP 1.46|CAPTIVE]]
[[Category:Scripting Commands ArmA|CAPTIVE]]


| ofp |Game name=


<h2 style="color:#000066"> '''captive ''unit'''''</h2>
|1.00|Game version=


|arg= global |Multiplayer Arguments=
____________________________________________________________________________________________


'''Operand types:'''
| Returns the captive state of the given unit (set with [[setCaptive]]). A captive unit will not be attacked by its enemies.
{{Important|
While a captive unit won't be attacked, it will still attack its enemies – be sure to [[setBehaviour]] "CARELESS" / [[removeAllWeapons]] accordingly.}} |DESCRIPTION=
____________________________________________________________________________________________


'''unit:''' [[Object]]
| [[captive]] object |SYNTAX=


'''Type of returned value:'''
|p1= object: [[Object]] - unit or vehicle |PARAMETER1=


[[Boolean]]
| [[Boolean]] - [[true]] if the unit is captive, [[false]] if not |RETURNVALUE=
____________________________________________________________________________________________
 
|x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code> |EXAMPLE1=
____________________________________________________________________________________________


'''Description:'''
| [[captiveNum]], [[setCaptive]], [[side]] |SEEALSO=


Check if '''unit''' is captive.
}}


If '''unit''' is a vehicle, its commander is checked.
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->


<!-- Note Section END -->
</dl>


'''Example:'''
<h3 style="display:none">Bottom Section</h3>


[[if]] ([[not]] '''captive''' [[player]]) [[then]] {[[goto]] "run"}


 
[[Category:Scripting Commands|CAPTIVE]]
'''Comments:'''
[[Category:Scripting Commands OFP 1.99|CAPTIVE]]
 
[[Category:Scripting Commands OFP 1.96|CAPTIVE]]
Use [[setCaptive]] to make a unit '''captive'''.
[[Category:Scripting Commands OFP 1.46|CAPTIVE]]
[[Category:Scripting Commands ArmA|CAPTIVE]]
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 03:40, 31 August 2019

Hover & click on the images for description

Description

Description:
Returns the captive state of the given unit (set with setCaptive). A captive unit will not be attacked by its enemies.
While a captive unit won't be attacked, it will still attack its enemies – be sure to setBehaviour "CARELESS" / removeAllWeapons accordingly.
Groups:
Uncategorised

Syntax

Syntax:
captive object
Parameters:
object: Object - unit or vehicle
Return Value:
Boolean - true if the unit is captive, false if not

Examples

Example 1:
if (captive _general) then { removeAllWeapons _general; };

Additional Information

See also:
captiveNumsetCaptiveside

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

Bottom Section