captive: Difference between revisions

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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]]

Revision as of 10:29, 25 September 2014

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Description

Description:
Returns if the given unit is captive. "captive" means that enemies will not shoot at the unit.
Groups:
Uncategorised

Syntax

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

Examples

Example 1:
if !(captive _general) then {_general setCaptive true};

Additional Information

See also:
setCaptive

Notes

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Notes

Posted on August 3, 2006 - 14:24
hardrock
Notes from before the conversion: Use setCaptive to make a unit captive.

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