setVehicleInit: Difference between revisions

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| Attach a statement to a vehicle. The statement is propagated over the network in MP games, it can be executed by invoking [[processInitCommands]]. |= Description
| Attach a statement to a unit. The statement is propagated over the network in MP games, it can be executed by invoking [[processInitCommands]]. |= Description
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| vehicle '''setVehicleInit''' statement |= Syntax
| [[Object#Unit|Unit]] '''setVehicleInit''' "statement" |= Syntax


|p1= vehicle: [[Object]] |= Parameter 1
|p1= [[Object#Vehicle|Vehicle]]: [[Object]] |= Parameter 1


|p2= statement: [[String]] |= Parameter 2
|p2= statement: [[String]] |= Parameter 2
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|x1= <pre>soldier3 setVehicleInit "this allowfleeing 0"</pre> |= Example 1
|x1= <pre>_soldier3 setVehicleInit "this allowfleeing 0"</pre> |= Example 1
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Revision as of 13:22, 31 August 2007

-wrong parameter ("Arma") defined!-1.00
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Description

Description:
Attach a statement to a unit. The statement is propagated over the network in MP games, it can be executed by invoking processInitCommands.
Multiplayer:
The statement will be sent to clients connecting after the command has been executed. Note that the statement will be executed automatically by JIP clients before Init.sqs or its SQF counterpart has been executed.
Groups:
Uncategorised

Syntax

Syntax:
Unit setVehicleInit "statement"
Parameters:
Vehicle: Object
statement: String
Return Value:
Nothing

Examples

Example 1:
_soldier3 setVehicleInit "this allowfleeing 0"

Additional Information

See also:
processInitCommands

Notes

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Notes

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