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.|= | | 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 |= | | entity '''enableSimulationGlobal''' enable |SYNTAX= | ||
|p1= entity: [[Object]] |= | |p1= entity: [[Object]] |PARAMETER1= | ||
|p2= enable: [[Boolean]] |= | |p2= enable: [[Boolean]] |PARAMETER2= | ||
| [[Nothing]] |RETURNVALUE= | | [[Nothing]] |RETURNVALUE= |
Revision as of 14:38, 7 April 2019
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;