createUnit: Difference between revisions
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<dd class="notedate">Posted on August 13, 2006 - 12:32</dd> | |||
<dt class="note">'''[[User:Raedor|raedor]]'''</dt><dd class="note">{{{1}}}</dd> | |||
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Revision as of 13:32, 13 August 2006
Description
- Description:
- Create an interacting AI soldier.
- Multiplayer:
- The code in init is executed on all connected clients in multiplayer. It can therefore be used to get around the publicVariable limitation of not being able to send strings and arrays over the network.
- Groups:
- Uncategorised
Syntax
- Syntax:
- type createUnit [position, group, init*, skill*, rank*] * optional, if one is set, all precedent arguments have to be set too
- Parameters:
- type: String - type of the unit that should be created
- position: Position - position to create the unit at
- group: Group - group were the unit will belong to. This group has to exist already! It is not possible to use grpNull as argument.
- init: Code - commands that are executed when the unit has been created. The unit is stored in the this variable. The default value is "".
- skill: Number - range 0 to 1. 0 is the lowest skill, 1 the highest. The default value is 0.5. If this argument is set, init must be set too.
- rank: String - one of "PRIVATE", "CORPORAL", "SERGEANT", "LIEUTNANT", "CAPTAIN", "MAJOR" and "COLONEL". If this argument is set, init and skill must be set too.
- Return Value:
- Nothing
Examples
- Example 1:
"SoldierW" createUnit [position player, group player]
Additional Information
- See also:
- createVehicledeleteVehicle
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 13, 2006 - 12:32
- raedor
- {{{1}}}