captive: Difference between revisions
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<dd class="notedate">Posted on August 3, 2006 - 14:24 | <dd class="notedate">Posted on August 3, 2006 - 14:24 | ||
<dt class="note">'''[[User:Hardrock|hardrock]]''' | <dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:'' | ||
Use [[setCaptive]] to make a unit captive. | Use [[setCaptive]] to make a unit captive. | ||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 00:37, 18 October 2011
Description
- Description:
- Returns if the given unit is captive. "captive" means that enemies will not shoot at the unit.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Boolean = captive object
- Parameters:
- object: Object
- Return Value:
- Boolean - true if the unit is captive, false if not
Examples
- Example 1:
?!(captive _general) : _general setCaptive true
Additional Information
- See also:
- setCaptive
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 3, 2006 - 14:24
- hardrock
- Notes from before the conversion: Use setCaptive to make a unit captive.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Information
- Scripting Commands ArmA2