doGetOut: Difference between revisions
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(improved description and examples) |
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{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
|1.00 | |game2= arma1 | ||
|version2= 1.00 | |||
| | |game3= arma2 | ||
|version3= 1.00 | |||
| | |game4= arma2oa | ||
|version4= 1.50 | |||
| Orders | |game5= tkoh | ||
|version5= 1.00 | |||
|game6= arma3 | |||
|version6= 0.50 | |||
|arg= local | |||
|eff= global | |||
|gr1= Unit Control | |||
|descr= Orders one or multiple units to get out from the vehicle (silently). Same as [[commandGetOut]] with latter being shown via radio chat. | |||
<br><br> | <br><br> | ||
Notes: | Notes: | ||
Line 22: | Line 36: | ||
* AI gets back into formation afterwards | * AI gets back into formation afterwards | ||
* Works only on alive units - unlike [[Arma_3_Actions#Eject|action "Eject"]] (one after another) or [[moveOut]] (instantly) | * Works only on alive units - unlike [[Arma_3_Actions#Eject|action "Eject"]] (one after another) or [[moveOut]] (instantly) | ||
| | * Does not work on [[setUnconscious|unconscious]] - unless the AI is under player command. Unlike [[moveOut]] or [[Arma_3_Actions#Eject|action "Eject"]] (but one after another)) | ||
| | |s1= [[doGetOut]] units | ||
|p1= | |p1= units: [[Object]] or [[Array]] of [[Object]]s | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
| | |x1= <sqf>doGetOut _unitOne;</sqf> | ||
| | |x2= <sqf>doGetOut [_unitOne,_unitTwo];</sqf> | ||
| | |mp= This command is only effective when used on local units. When used on a remote unit, this command will create radio dialogue on the machine the unit is local to, but the unit will not leave the vehicle. | ||
|seealso= [[commandGetOut]] [[moveOut]] [[leaveVehicle]] | |||
}} | }} | ||
Latest revision as of 13:20, 5 May 2022
Description
- Description:
- Orders one or multiple units to get out from the vehicle (silently). Same as commandGetOut with latter being shown via radio chat.
Notes:- Works for both AI and player entities
- AI unit gets back in - unless is under player command or combined with other sqf commands (orderGetIn false, allowGetIn false or leaveVehicle)
- Ignores vehicle's lock state - unlike action "Eject" and moveOut
- AI waits for execution until vehicle has stopped/is no longer flying (unclear if any timeout exists for order to be discarded) - unlike action "Eject" and moveOut
- Plays the vehicle's position's get out animation (same as action "Eject") - unlike moveOut
- When execute for multiple units, it waits till the action is completed, before the next to take his turn (same as action "Eject") - unlike moveOut
- AI gets back into formation afterwards
- Works only on alive units - unlike action "Eject" (one after another) or moveOut (instantly)
- Does not work on unconscious - unless the AI is under player command. Unlike moveOut or action "Eject" (but one after another))
- Multiplayer:
- This command is only effective when used on local units. When used on a remote unit, this command will create radio dialogue on the machine the unit is local to, but the unit will not leave the vehicle.
- Groups:
- Unit Control
Syntax
Examples
- Example 1:
- doGetOut _unitOne;
- Example 2:
- doGetOut [_unitOne,_unitTwo];
Additional Information
- See also:
- commandGetOut moveOut leaveVehicle
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Unit Control
- Scripting Commands: Global Effect