Difference between revisions of "captive"
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Latest revision as of 02:40, 31 August 2019

Click on the images for descriptions
Introduced in
- Game:
- Operation Flashpoint
- Version:
- 1.00
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.
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
- Multiplayer:
- -
- See also:
- captiveNumsetCaptiveside
Notes
Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To
Add New Note | How To
Notes
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Commands utilizing global arguments
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Information
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters