Difference between revisions of "PreventProne"
Jump to navigation
Jump to search
Line 70: | Line 70: | ||
<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;">[[ | <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> | ||
</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