enableSimulationGlobal: Difference between revisions

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m (Text replacement - "\| *arma3 * * *\| *([0-2]\.[0-9]{2}) * " to "|game1= arma3 |version1= $1 ")
m (Text replacement - " \| *(game[0-9]|version[0-9]|gr[0-9]|serverExec|mp|pr|descr|s[0-9]|p[0-9]{1,3}|r[0-9]|x1?[0-9]|seealso) *= +" to " |$1= ")
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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.


|s1= entity [[enableSimulationGlobal]] enable
|s1= entity [[enableSimulationGlobal]] enable


|p1= entity: [[Object]]
|p1= entity: [[Object]]

Revision as of 23:02, 19 June 2021

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:
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;