enableSimulationGlobal: Difference between revisions

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| MP command. Enable or disable simulation for given entity, globally. Call this only from the server. Has the same effect as [[enableSimulation]] when used in SP.|= Description
| MP command. Enable or disable simulation for given entity, globally. Call this only from the server. Has the same effect as [[enableSimulation]] when used in SP.|DESCRIPTION=
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| entity '''enableSimulationGlobal''' enable |= Syntax
| entity '''enableSimulationGlobal''' enable |SYNTAX=


|p1=  entity: [[Object]] |= Parameter1
|p1=  entity: [[Object]] |PARAMETER1=
|p2=  enable: [[Boolean]] |= Parameter2
|p2=  enable: [[Boolean]] |PARAMETER2=


| [[Nothing]] |RETURNVALUE=  
| [[Nothing]] |RETURNVALUE=  

Revision as of 14:38, 7 April 2019

Hover & click on the images for description

Description

Description:
MP command. Enable or disable simulation for given entity, globally. Call this only from the server. Has the same effect as enableSimulation when used in SP.
Groups:
Uncategorised

Syntax

Syntax:
entity enableSimulationGlobal enable
Parameters:
entity: Object
enable: Boolean
Return Value:
Nothing

Examples

Example 1:
_myObject enableSimulationGlobal false;
Example 2:
[_object, false] remoteExec ["enableSimulationGlobal",2];

Additional Information

See also:
enableSimulationsimulationEnabledenableDynamicSimulationSystemdynamicSimulationSystemEnabledenableDynamicSimulationdynamicSimulationEnabledsetDynamicSimulationDistancedynamicSimulationDistancesetDynamicSimulationDistanceCoefdynamicSimulationDistanceCoeftriggerDynamicSimulationcanTriggerDynamicSimulation

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

Bottom Section

Posted on October 21, 2014 - 15:33 (UTC)
Killzone Kid
Units that have been previously subjected to enableSimulation false; or enableSimulationGlobal false; may stay unrecognised for a long time even after simulation was re-enabled, returning objNull as cursorTarget. Force revealing units with reveal command usually solves the problem. For example: {player reveal _x} forEach allUnits;