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[[Category:Scripting Commands|CAPTIVE]]
{{RV|type=command
[[Category:Scripting Commands OFP 1.97|CAPTIVE]]
[[Category:Scripting Commands OFP 1.46|CAPTIVE]]
[[Category:Scripting Commands ArmA|CAPTIVE]]


|game1= ofp
|version1= 1.00


<h2 style="color:#000066"> '''captive ''unit'''''</h2>
|game2= ofpe
|version2= 1.00


|game3= arma1
|version3= 1.00


'''Operand types:'''
|game4= arma2
|version4= 1.00


'''unit:''' [[Object]]
|game5= arma2oa
|version5= 1.50


'''Type of returned value:'''
|game6= tkoh
|version6= 1.00


[[Boolean]]
|game7= arma3
|version7= 0.50


'''Description:'''
|arg= global


Check if '''unit''' is captive.
|gr1= Object Manipulation


If '''unit''' is a vehicle, its commander is checked.
|gr2= Sides


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


'''Example:'''
|s1= [[captive]] object


[[if]] ([[not]] '''captive''' [[player]]) [[then]] {[[goto]] "run"}
|p1= object: [[Object]] - unit or vehicle


|r1= [[Boolean]] - [[true]] if the unit is captive, [[false]] if not


'''Comments:'''
|x1= <sqf>if (captive _general) then { removeAllWeapons _general; };</sqf>


Use [[setCaptive]] to make a unit '''captive'''.
|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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