Difference between revisions of "PreventProne"

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<dt style="clear:both;font-weight:bold;position:absolute;padding:.3em;">See also:</dt>
<dt style="clear:both;font-weight:bold;position:absolute;padding:.3em;">See also:</dt>
<dd style="width:90%;padding:.3em .3em .3em 7em;column-count:4;">
<dd style="width:90%;padding:.3em .3em .3em 7em;column-count:4;">
<div style="display:block;">[[EMFRoleSet]]</div>
<div style="display:block;">[[CountDown]]</div>
<div style="display:block;">[[EndLoadingScreen]]</div>
<div style="display:block;">[[EnhancedAIConvoy]]</div>
<div style="display:block;">[[EnhancedAttachTo]]</div>
<div style="display:block;">[[NearestPlayer]]</div>
<div style="display:block;">[[NotZeus]]</div>
<div style="display:block;">[[SetDate]]</div>
<div style="display:block;">[[SetDate]]</div>
<div style="display:block;">[[SlotLimit]]</div>
<div style="display:block;">[[ZeusFPS]]</div>
<div style="display:block;">[[ZeusFPS]]</div>
<div style="display:block;">[[countDown]]</div>
<div style="display:block;">[[slotLimit]]</div>
<div style="display:block;">[[notZeus]]</div>
<div style="display:block;">[[getParamValue]]</div>
<div style="display:block;">[[nearestPlayer]]</div>
</dd>
</dd>



Latest revision as of 14:49, 26 March 2022

Description
Description:

Prevent AI Units from going prone in COMBAT mode.

Execution:

call

Groups:

Utilities: Eric's Mission Framework

Syntax
Syntax:

[unit] call emf_utilities_fnc_preventProne

Parameters:

unit:

  • Object - Unit to apply to.
  • Array - Array of units to apply to.
Return Value:

Boolean - Returns true on success.

Examples
Example 1:
[myUnit] call emf_utilities_fnc_preventProne;
Example 2:
[[myUnit1, myUnit2]] call emf_utilities_fnc_preventProne;
Additional Information
See also:


Notes