captive: Difference between revisions

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[[Category:Scripting Commands|CAPTIVE]]
[[Category:Scripting Commands|CAPTIVE]]
[[Category:Scripting Commands OFP 1.97|CAPTIVE]]
[[Category:Scripting Commands OFP 1.96|CAPTIVE]]
[[Category:Scripting Commands OFP 1.46|CAPTIVE]]
[[Category:Scripting Commands OFP 1.46|CAPTIVE]]
[[Category:Scripting Commands ArmA|CAPTIVE]]
[[Category:Scripting Commands ArmA|CAPTIVE]]

Revision as of 21:02, 1 June 2006


captive unit


Operand types:

unit: Object

Type of returned value:

Boolean

Description:

Check if unit is captive.

If unit is a vehicle, its commander is checked.


Example:

if (not captive player) then {goto "run"}


Comments:

Use setCaptive to make a unit captive.