Description
Used to execute specific code localy on every client whenever unit's state changes.
Syntax
[] call BIS_fnc_reviveOnState
Parameters:
param0— 0: STRING - Variable that carries the state value over the network, defined by macro VAR_TRANSFER_STATE.param1— 1: SCALAR - State.param2— 2: OBJECT - Unit to set the status for.
Returns: True if successful, false if not.
States: #define STATE_RESPAWNED 0 #define STATE_REVIVED 1 #define STATE_INCAPACITATED 2 #define STATE_DEAD 3
Examples
Example 1
{ [objNull, 1, _x] call BIS_fnc_reviveOnState; } forEach (curatorSelected select 0);
Function header
The comment at the top of the function's file in the game; this page's description, params, returns come from it.
/*
Author: Jiri Wainar
Description:
Used to execute specific code localy on every client whenever unit's state changes.
Parameters:
_this select 0: STRING - Variable that carries the state value over the network, defined by macro VAR_TRANSFER_STATE.
_this select 1: SCALAR - State.
_this select 2: OBJECT - Unit to set the status for.
Returns:
True if successful, false if not.
States:
#define STATE_RESPAWNED 0
#define STATE_REVIVED 1
#define STATE_INCAPACITATED 2
#define STATE_DEAD 3
*/