captive: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(see also)
(format)
Line 12: Line 12:
____________________________________________________________________________________________
____________________________________________________________________________________________


| [[Boolean]] <nowiki>=</nowiki> '''captive''' object|= Syntax
| '''captive''' object|= Syntax


|p1= object: [[Object]] |= Parameter 1
|p1= object: [[Object]] |= Parameter 1
Line 20: Line 20:
____________________________________________________________________________________________
____________________________________________________________________________________________
   
   
|x1= <pre>if !(captive _general) then {_general setCaptive true};</pre> |= Example 1
|x1= <code>[[if]] (![[captive]] _general) [[then]] {_general [[setCaptive]] [[true]]};</code> |= Example 1
____________________________________________________________________________________________
____________________________________________________________________________________________



Revision as of 23:38, 30 November 2015

Hover & click on the images for description

Description

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

Syntax

Syntax:
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:
captiveNumsetCaptive

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

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

Bottom Section