captive: Difference between revisions

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m (Text replacement - " \| ofp \|1.00 +\|([^g])" to " | ofp |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 |$1")
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{{RV|type=command
{{RV|type=command


| ofp
|game1= ofp
|1.00
|version1= 1.00


|game2= ofpe
|game2= ofpe
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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.
{{Feature|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


|r1=[[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>
|x1= <sqf>if (captive _general) then { removeAllWeapons _general; };</sqf>


|seealso= [[captiveNum]], [[setCaptive]], [[side]]
|seealso= [[captiveNum]] [[setCaptive]] [[side]]
}}
}}
{{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

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