captive: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) (format) |
Killzone Kid (talk | contribs) mNo edit summary |
||
Line 16: | Line 16: | ||
|p1= object: [[Object]] |= Parameter 1 | |p1= object: [[Object]] |= Parameter 1 | ||
| [[Boolean]] - | | [[Boolean]] - [[true]] if the unit is captive, [[false]] if not |= Return value | ||
true if the unit is captive, false if not |= Return value | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 22:39, 30 November 2015
Description
- Description:
- Returns if the given unit is captive. "captive" means that enemies will not shoot at the unit.
- Groups:
- Uncategorised
Syntax
- Syntax:
- captive object
- Parameters:
- object: Object
- Return Value:
- Boolean - true if the unit is captive, false if not
Examples
- Example 1:
if (!captive _general) then {_general setCaptive true};
Additional Information
- See also:
- captiveNumsetCaptive
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
- Posted on August 3, 2006 - 14:24
- hardrock
- Notes from before the conversion: Use setCaptive to make a unit captive.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Information
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters