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{{Command|= | {{Command|Comments= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| ofp | | | ofp |Game name= | ||
|1.00| | |1.00|Game version= | ||
|arg= global |= | |arg= global |Multiplayer Arguments= | ||
|gr1= Object Manipulation |GROUP1= | |||
|gr2= Sides |GROUP2= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Returns | | 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= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | [[captive]] object |SYNTAX= | ||
|p1= | |p1= object: [[Object]] - unit or vehicle |PARAMETER1= | ||
| [[Boolean]] - | | [[Boolean]] - [[true]] if the unit is captive, [[false]] if not |RETURNVALUE= | ||
true if the unit is captive, false if not |= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= < | |x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code> |EXAMPLE1= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[setCaptive]] |= | | [[captiveNum]], [[setCaptive]], [[side]] |SEEALSO= | ||
}} | }} | ||
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<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> | ||
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[[Category:Scripting Commands|CAPTIVE]] | [[Category:Scripting Commands|CAPTIVE]] | ||
[[Category:Scripting Commands OFP 1.99|CAPTIVE]] | |||
[[Category:Scripting Commands OFP 1.96|CAPTIVE]] | [[Category:Scripting Commands OFP 1.96|CAPTIVE]] | ||
[[Category:Scripting Commands OFP 1.46|CAPTIVE]] | [[Category:Scripting Commands OFP 1.46|CAPTIVE]] | ||
[[Category:Scripting Commands | [[Category:Scripting Commands Armed Assault|CAPTIVE]] | ||
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]] |
Revision as of 15:48, 24 September 2020
Description
- Description:
- Returns the captive state of the given unit (set with setCaptive). A captive unit will not be attacked by its enemies.
- Groups:
- Object ManipulationSides
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Object Manipulation
- Command Group: Sides
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands Armed Assault
- Scripting Commands Arma 2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters