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Alive

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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed on

点击图片可看到更多讯息

开始使用于

游戏:
Operation Flashpoint
版本:
1.00

描述

描述:
Check if given vehicle/person/building is alive (i.e. not dead or destroyed). alive objNull returns false.

基本句法

句法:
alive object
参数:
object: Object to test
返回值:
Boolean: true when alive, false when dead

范例

范例1:
SQS: ?!(alive player) : exit

范例2:
SQF: if (!alive player) exitWith {};

额外资讯

多人游戏:
-
也可以看看:

setDamagedamage

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Bottom Section

Posted on October 19, 2015 - 23:48 (UTC)
Pierre MGI
Alive or not could be the question! in multi-player, missions come with respawn module(s). When a player is dead shot, (alive player) will return false, then almost immediately true if the "revive" respawn template is enabled, then could turn on false if time for assistance is elapsed or if the player activates the respawn menu before; and finally true after player respawns. Just be aware that in that case (respawn + revive enabled), the status of the player is toggling: true false true false true. Then, alive status while player is waiting for being rescued could lead to some error scripts as player is supposed to be alive but in limbo and the dead entity "player" passed to server.

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