captive: Difference between revisions

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m (Text replacement - "\|s1= +" to "|s1= ")
m (Text replacement - " |r1=[[" to " |r1= [[")
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|p1= object: [[Object]] - unit or vehicle
|p1= object: [[Object]] - unit or vehicle


|r1=[[Boolean]] - [[true]] if the unit is captive, [[false]] if not
|r1= [[Boolean]] - [[true]] if the unit is captive, [[false]] if not


|x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code>
|x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code>

Revision as of 23:36, 7 August 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

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