captive: Difference between revisions

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|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]]
}}
}}

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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