captive: Difference between revisions

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{{Command|Comments=
{{Command


| ofp |Game name=
| ofp


|1.00|Game version=
|1.00


|arg= global |Multiplayer Arguments=
|arg= global


|gr1= Object Manipulation |GROUP1=
|gr1= Object Manipulation


|gr2= Sides |GROUP2=
|gr2= Sides


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


| [[captive]] object |SYNTAX=
| [[captive]] object


|p1= object: [[Object]] - unit or vehicle |PARAMETER1=
|p1= object: [[Object]] - unit or vehicle


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


| [[captiveNum]], [[setCaptive]], [[side]] |SEEALSO=
| [[captiveNum]], [[setCaptive]], [[side]]


}}
}}

Revision as of 01:09, 18 January 2021

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

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