setVehicleInit

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Revision as of 02:18, 29 January 2019 by Lou Montana (talk | contribs) (Fix page, add Multiplayer Scripting and Initialization Order link)
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-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. Template:Feature arma3
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:
unitName setVehicleInit statement
Parameters:
unitName: Object
statement: String
Return Value:
Nothing

Examples

Example 1:
_soldier3 setVehicleInit "this allowFleeing 0";

Additional Information

See also:
Multiplayer ScriptingInitialization OrderprocessInitCommandsclearVehicleInit

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

03:12, 20 March 2008 (CET)
Crowe
setVehicleInit statements will be executed in the order of the unit creation time. This means, the statements of units who have been placed in the editor first, will be executed first.
Posted on May 22, 2016 - 21:38 (UTC)
AgentRev
remoteExec and remoteExecCall will accept an object as JIP parameter, which make them behave in a very similar way to setVehicleInit before it was disabled.

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