captive: Difference between revisions

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{{RV|type=command
{{RV|type=command


| ofp
|game1= ofp
|version1= 1.00


|1.00
|game2= ofpe
|version2= 1.00
 
|game3= arma1
|version3= 1.00
 
|game4= arma2
|version4= 1.00
 
|game5= arma2oa
|version5= 1.50
 
|game6= tkoh
|version6= 1.00
 
|game7= arma3
|version7= 0.50


|arg= global
|arg= global
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|gr2= Sides
|gr2= Sides


| Returns the captive state of the given unit (set with [[setCaptive]]). A captive unit will not be attacked by its enemies.
|descr= Returns the captive state of the given unit (set with [[setCaptive]]). A captive unit will not be attacked by its enemies.
{{Important|
{{Feature|important|
While a captive unit won't be attacked, it will still attack its enemies – be sure to [[setBehaviour]] "CARELESS" / [[removeAllWeapons]] accordingly.}}
While a captive unit won't be attacked, it will still attack its enemies – be sure to [[setBehaviour]] "CARELESS" / [[removeAllWeapons]] accordingly.}}


| [[captive]] object
|s1= [[captive]] object


|p1= object: [[Object]] - unit or vehicle
|p1= object: [[Object]] - unit or vehicle


| [[Boolean]] - [[true]] if the unit is captive, [[false]] if not
|r1= [[Boolean]] - [[true]] if the unit is captive, [[false]] if not
 
|x1= <code>[[if]] ([[captive]] _general) [[then]] { [[removeAllWeapons]] _general; };</code>


| [[captiveNum]], [[setCaptive]], [[side]]
|x1= <sqf>if (captive _general) then { removeAllWeapons _general; };</sqf>
 
|seealso= [[captiveNum]] [[setCaptive]] [[side]]
}}
}}
[[Category:Scripting Commands OFP 1.99|CAPTIVE]]
[[Category:Scripting Commands OFP 1.96|CAPTIVE]]
[[Category:Scripting Commands OFP 1.46|CAPTIVE]]
{{GameCategory|arma1|Scripting Commands}}
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
{{GameCategory|tkoh|Scripting Commands}}

Latest revision as of 10:21, 13 May 2022

Hover & click on the images for description

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.
Groups:
Object ManipulationSides

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

See also:
captiveNum setCaptive side

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