captive: Difference between revisions

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m (Changed the SQS example 1 into SQF example)
m (Text replacement - "\[\[Category\: ?Command[ _]Group\:.*\|\{\{uc\:\{\{PAGENAME\}\}\}\}\]\] " to "")
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{{Command|= Comments
{{Command|Comments=
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| ofp |= Game name
| ofp |Game name=


|1.00|= Game version
|1.00|Game version=


|arg= global |= Arguments in MP
|arg= global |Multiplayer Arguments=
 
|gr1= Object Manipulation |GROUP1=
 
|gr2= Sides |GROUP2=
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| Returns if the given unit is captive. "captive" means that enemies will not shoot at the unit. |= Description
| 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=
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| [[Boolean]] <nowiki>=</nowiki> '''captive''' object|= Syntax
| [[captive]] object |SYNTAX=


|p1= object: [[Object]] |= Parameter 1
|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 |= Return value
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|x1= <pre>if !(captive _general) then {_general setCaptive true};</pre> |= Example 1
|x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code> |EXAMPLE1=
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| [[setCaptive]] |= See also
| [[captiveNum]], [[setCaptive]], [[side]] |SEEALSO=


}}
}}
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<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on August 3, 2006 - 14:24
<dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:''
Use [[setCaptive]] to make a unit captive.


<!-- Note Section END -->
<!-- Note Section END -->
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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 ArmA|CAPTIVE]]
[[Category:Scripting Commands Armed Assault|CAPTIVE]]
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 16:48, 24 September 2020

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:
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

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