enableGunLights: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(separate page for A3)
No edit summary
Line 27: Line 27:
____________________________________________________________________________________________
____________________________________________________________________________________________
   
   
|x1= <code>_group [[enableGunLights]] "forceOn";</code> |= Example 1
|x1= <code>_group [[enableGunLights]] "ForceOn";</code> |= Example 1


|x2= <code>_unit [[enableGunLights]] "AUTO";</code> |= Example 2
|x2= <code>_unit [[enableGunLights]] "Auto";</code> |= Example 2


|x3= <code>_unit [[enableGunLights]] "forceOff";</code> |= Example 3
|x3= <code>_unit [[enableGunLights]] "ForceOff";</code> |= Example 3
____________________________________________________________________________________________
____________________________________________________________________________________________



Revision as of 15:02, 1 March 2019

Hover & click on the images for description

Description

Description:
Sets AI group option how to use gun lights. The string argument can be:
  • "Auto" - Depends on combat mode
  • "ForceOn" - Always on
  • "ForceOff" - Always off

For Arma 2 syntax see enableGunLights Arma 2
Groups:
Uncategorised

Syntax

Syntax:
group enableGunLights mode
Parameters:
group: Group or Object - the group forced to use gun lights. If unit is supplied as argument, unit's group is used
mode: String - "Auto", "ForceOn", "ForceOff"
Return Value:
Nothing

Examples

Example 1:
_group enableGunLights "ForceOn";
Example 2:
_unit enableGunLights "Auto";
Example 3:
_unit enableGunLights "ForceOff";

Additional Information

See also:
isFlashlightOn

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