enableSimulationGlobal: Difference between revisions
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|descr= 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. | |descr= 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. | ||
{{Feature | Informative | Up to Arma 3 v2.04, the command had to be executed server-side, otherwise it would have no effect. Since Arma 3 v2.06, the behavior is as follows: | |||
Server-side execution: Argument can be local or global | |||
Client-side execution: Argument must be local | |||
}} | |||
|s1= entity [[enableSimulationGlobal]] enable | |s1= entity [[enableSimulationGlobal]] enable |
Revision as of 13:50, 15 July 2021
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:
- Object Manipulation
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
- 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;