# Object Manipulation (scripting commands)

- [addPlayerScores](../../commands/addPlayerScores.md): MP server only: Adds player score.
- [addRating](../../commands/addRating.md): Add a number to the rating of a unit - negative values can be used to reduce the rating.
- [addToRemainsCollector](../../commands/addToRemainsCollector.md): Adds an array of vehicles/units to disposal manager for automatic wreck/body removal. The disposal manager follows wreck/body removal values set in description.ext
- [addVehicle](../../commands/addVehicle.md): Adds a specified vehicle for use by a specified AI led group.
- [aimedAtTarget](../../commands/aimedAtTarget.md): Returns how good a vehicle's weapon is aimed at the target.
- [airplaneThrottle](../../commands/airplaneThrottle.md): Returns throttle position. Works only on player's vehicle.
- [AISFinishHeal](../../commands/AISFinishHeal.md): Alternative Injury Simulation (AIS) end state. Used to tell engine that script side healing is done when using "HandleHeal" event handler.
- [alive](../../commands/alive.md): Check if given vehicle/person/building is alive (i.e. not dead or destroyed).
- [allLODs](../../commands/allLODs.md): Returns the list of object or model LODs.
- [allowCrewInImmobile](../../commands/allowCrewInImmobile.md): If true, units will remain in a vehicle with broken tracks/wheels; they will still eject if the vehicle is drowning, about to explode or upside down for a while.
- [allowDamage](../../commands/allowDamage.md): Enables / disables an entity's ability to receive damage. This command does not prevent the entity from taking scripted damage from commands such as setDamage, setHit, setHitIndex or setHitPointDamage.
- [allowDammage](../../commands/allowDammage.md): Allow or prevent an object being damaged (or injured, or killed). The command does not prevent object from taking scripted damage such as setDamage or setHit.
- [allowedService](../../commands/allowedService.md): Returns which types of repair/refuel/rearm service are allowed. The two available types are manual, where the action is displayed to the user, and auto, where the service happens within distance.
- [allowFleeing](../../commands/allowFleeing.md): Sets the cowardice level (the lack of courage or bravery) of a group or unit.
- [allowGetIn](../../commands/allowGetIn.md): Set if the units given in the list are allowed to enter vehicles.
- [allowService](../../commands/allowService.md): Sets which type of repair/refuel/rearm service is allowed. The two available types are manual, where the action is displayed to the user, and auto, where the service happens within distance.
- [angularVelocity](../../commands/angularVelocity.md): Gets the angular velocity of the object in world space as a 3D vector. The units are in Rad/s (radians per second) and rotations are clockwise.
- [angularVelocityModelSpace](../../commands/angularVelocityModelSpace.md): Gets the angular velocity of the object in model space as a 3D vector. The units are in Rad/s (radians per second) and rotations are clockwise.
- [assignedCargo](../../commands/assignedCargo.md): Returns the list of soldiers assigned to the given vehicle as a cargo.
- [assignedCommander](../../commands/assignedCommander.md): Returns the soldier assigned to the given vehicle as a commander.
- [assignedDriver](../../commands/assignedDriver.md): Returns the soldier assigned to the given vehicle as a driver.
- [assignedGunner](../../commands/assignedGunner.md): Returns the soldier assigned to the given vehicle as a gunner.
- [assignedTarget](../../commands/assignedTarget.md): Returns the target assigned to an unit or the vehicle's effectiveCommander. The target can be assigned by the group/vehicle/formation leader (as player via quick command menu or "target" complex command menu).
- [assignedTeam](../../commands/assignedTeam.md): Returns the team the unit belongs to. Possible values:
- [assignedVehicle](../../commands/assignedVehicle.md): Returns the vehicle to which a unit is assigned, usually with *assignAsXXX* command. If no vehicle is assigned objNull is returned.
- [assignedVehicleRole](../../commands/assignedVehicleRole.md): Returns the role a unit is assigned to within its assigned vehicle.
- [attachedObject](../../commands/attachedObject.md): Returns the object a location is attached to. If the location is unattached, then objNull is returned.
- [attachedObjects](../../commands/attachedObjects.md): Returns a list of objects attached to the given object.
- [attachedTo](../../commands/attachedTo.md): Returns object the given object is attached to or objNull if the given object is not attached to anything.
- [attachObject](../../commands/attachObject.md): Attaches a location to the specified object. To detach a location, attach it to objNull.
- [attachTo](../../commands/attachTo.md): Attaches an object to another object. - The offset is applied to the object center unless a memory point is provided, in which case the offset will be applied to the memory point position.
- [boundingBox](../../commands/boundingBox.md): Returns a bounding box of given object in model coordinate space, adjusted according to destruction/animation of an object.
- [boundingBoxReal](../../commands/boundingBoxReal.md): Returns a raw bounding box of given object in model coordinates space. This command is similar to boundingBox but gives more precise measurements.
- [boundingCenter](../../commands/boundingCenter.md): Returns the position of the original (loaded) center of an object in model coordinates.
- [buildingExit](../../commands/buildingExit.md): Returns the given indexed exit in a building. The returned value is in format Position.
- [calculatePath](../../commands/calculatePath.md): Spawns an agent that will execute an AI path calculation and fire the `"PathCalculated"` event handler.
- [canMove](../../commands/canMove.md): Returns if the given vehicle is still able to move. - This command does not check for the amount of fuel the vehicle has, except for helicopters and airplanes.
- [canStand](../../commands/canStand.md): Returns if the given soldier is able to stand up. It only checks for the unit's legs and not its alive/dead status - it can return true for a dead unit.
- [canUnloadInCombat](../../commands/canUnloadInCombat.md): Returns config value of `unloadInCombat` for a vehicle. Alternatively see getUnloadInCombat
- [captive](../../commands/captive.md): Returns the captive state of the given unit (set with setCaptive). A captive unit will not be attacked by its enemies.
- [captiveNum](../../commands/captiveNum.md): Checks whether the unit is a captive. If the unit is a vehicle, its commander is checked instead.
- [collisionDisabledWith](../../commands/collisionDisabledWith.md): Returns the object, given object has collision disabled with and whether or not returned object has also collision disabled with given object.
- [combatPace](../../commands/combatPace.md): Sets or gets the combat pace for the local player. If the right-hand array is empty, the command will simply return the current combat pace mode without making any changes to combat pace.
- [commander](../../commands/commander.md): In Operation Flashpoint it returns the commander of a vehicle. Since Armed Assault it returns the primary observer. The commander of a vehicle can be found with effectiveCommander.
- [createAgent](../../commands/createAgent.md): Creates an agent of the given type. An agent does not have a group or leader or the standard soldier FSM associated with it - for instance, an enemy soldier spawned as an agent has limited AI and will do nothing when…
- [createSimpleObject](../../commands/createSimpleObject.md): Create object with given shape defined as path to .p3d model. Supported LODs include Geometry, Fire Geometry, Roadway, View Geometry and ShadowVolume.
- [createUnit](../../commands/createUnit.md): Create a unit of the provided CfgVehicles class.
- [createVehicle](../../commands/createVehicle.md): Creates an empty object of given classname type. See Arma 3: Assets / Arma 3: createVehicle/vehicles, or Category:CfgVehicles for earlier games.
- [createVehicleCrew](../../commands/createVehicleCrew.md): Creates vehicle crew corresponding to the provided vehicle's faction. If the vehicle is already occupied, the command will only create missing crew in the existing vehicle's group.
- [createVehicleLocal](../../commands/createVehicleLocal.md): Creates an object of the given type. The Created object is not transferred through network in MP games. netId of such vehicle in multiplayer will be "0:0".
- [crew](../../commands/crew.md): Returns the crew (both dead and alive) of the given vehicle.
- [currentPilot](../../commands/currentPilot.md): Returns the person piloting the vehicle. If co-pilot is piloting, co-pilot is returned. If you need current pilot of a UAV or UGV, see UAVControl command.
- [damage](../../commands/damage.md): Return the damage value of an object.
- [deleteCollection](../../commands/deleteCollection.md): Delete a collection. As example, used with a soldier, it'll hide the ingame model.
- [deleteStatus](../../commands/deleteStatus.md): Deletes a status created with saveStatus from the campaign's progress file.
- [deleteVehicle](../../commands/deleteVehicle.md): Deletes an object. Only objects inserted in the mission editor and objects created during the game's progress can be deleted by this command. Terrain objects and players cannot be deleted.
- [deleteVehicleCrew](../../commands/deleteVehicleCrew.md): Deletes a member of or the whole crew of a vehicle. Human players cannot be deleted.
- [detach](../../commands/detach.md): Detaches previously attached with attachTo object.
- [diag_remainsCollector](../../commands/diag_remainsCollector.md): Returns current settings for the remains collector and the list of monitored units if any.
- [direction](../../commands/direction.md): Returns the direction an object or a location is facing (differs from getDir in that this also works with locations).
- [disableCollisionWith](../../commands/disableCollisionWith.md): Disable collision between provided objects. The collision is always disabled for both objects in the arguments.
- [driver](../../commands/driver.md): Returns the driver of a vehicle.
- [elevatePeriscope](../../commands/elevatePeriscope.md): Elevates periscope of a vehicle. Vehicles in Arma 3 which are compatible with this tech are Strider, remote laser designators, the robot arm on Eddie, etc.
- [emptyPositions](../../commands/emptyPositions.md): Returns the number of given empty positions in the vehicle.
- [enableCollisionWith](../../commands/enableCollisionWith.md): Cancels the effects of disableCollisionWith. The collision is always enabled for both objects in the arguments, i.e. vehicle1 with vehicle2 and vehicle2 with vehicle1
- [enableCopilot](../../commands/enableCopilot.md): Enables copilot actions, toggles availability of the actions related to copilots, such as taking over controls, suspending controls, etc. This command triggers the `"ControlsShifted"` event handler.
- [enableFreeLook](../../commands/enableFreeLook.md): Enables or disables the freelook toggle (2x Alt)
- [enableMimics](../../commands/enableMimics.md): Enables/disables mimics on a given unit.
- [enableSimulation](../../commands/enableSimulation.md): Enables / disables simulation for the given entity, e.g its animation and physics; it will still be able to take damage and report enemies. This command will affect entity simulation only locally.
- [enableSimulationGlobal](../../commands/enableSimulationGlobal.md): Enable or disable simulation for given entity, globally. Has the same effect as enableSimulation when used in singleplayer.
- [engineOn](../../commands/engineOn.md): Activates and deactivates the engine of a vehicle.
- [equipmentDisabled](../../commands/equipmentDisabled.md): Returns current state for NVG and TI equipment availability.
- [eyeDirection](../../commands/eyeDirection.md): Returns the direction object is watching (eyes, or a vehicle's primary observer).
- [faction](../../commands/faction.md): Gets unit faction. Factions were introduced in Arma 2 and are defined under *CfgFactionClasses*.
- [fleeing](../../commands/fleeing.md): Checks if a unit is fleeing.
- [flyInHeight](../../commands/flyInHeight.md): Sets the flying altitude for aircraft relatively to the ground surface. Avoid too low altitudes, as helicopters and planes won't evade trees and obstacles on the ground. The default flying altitude is 100 meters.
- [flyInHeightASL](../../commands/flyInHeightASL.md): Sets the minimal ASL height. Final height is `*flyInHeight* max *flyInHeightASL*` - the higher altitude has priority.
- [forceHitPointsDamageSync](../../commands/forceHitPointsDamageSync.md): Synchronises hitpoints values and total damage across current network clients as well as JIP.
- [forceSpeed](../../commands/forceSpeed.md): Force the speed limit on given object (object will never attempt to move faster than given by forceSpeed). Use negative value to return to default behaviour.
- [freeLook](../../commands/freeLook.md): Returns if freelook is active on the current machine's controlled character.
- [fuel](../../commands/fuel.md): Checks how much fuel is left in the gas tank of a vehicle.
- [fullCrew](../../commands/fullCrew.md): Returns an array with all crew inside given vehicle, with or without empty seats.
- [getAimDirectionAndUp](../../commands/getAimDirectionAndUp.md): Returns the aim direction and up vectors of a soldier in model space. It returns where the weapon aim is wanted from the eyePos, not the actual weapon direction. For actual weapon direction, see weaponDirection.
- [getAllHitPointsDamage](../../commands/getAllHitPointsDamage.md): Get provided object's hit points damage.
- [getAllUnitTraits](../../commands/getAllUnitTraits.md): Returns unit traits (native or set by setUnitTrait).
- [getAnimationsQueue](../../commands/getAnimationsQueue.md): Returns the primary and secondary animations queue of the entity. The primary queue contains the full motion path from current animation (animationState) to a target animation, while the secondary queue contains…
- [getAttackTarget](../../commands/getAttackTarget.md): Returns the target given unit is engaging.
- [getBleedingRemaining](../../commands/getBleedingRemaining.md): Returns how many seconds injured unit will continue leaving blood trail. If unit damage is < 0.1, the return value is 0 and unit doesn't leave any blood trail. Use setBleedingRemaining to set different remaining time.
- [getBoneNames](../../commands/getBoneNames.md): Returns an array of bone names and their parents.
- [getBurningValue](../../commands/getBurningValue.md): Returns how much the unit is exposed to fire damage.
- [getCameraViewDirection](../../commands/getCameraViewDirection.md): Returns the direction unit is looking in render time scope. While for AI the origin for the view direction vector can be taken from `eyePos unit`, for human player the origin should be taken from player camera position…
- [getCargoIndex](../../commands/getCargoIndex.md): Returns index of the unit in cargo. -1 if not in cargo.
- [getCorpse](../../commands/getCorpse.md): Returns the corpse associated with given weaponholder. When unit is killed and had a weapon, the weapon is placed inside "WeaponHolderSimulated" and dropped together with the unit.
- [getCorpseWeaponholders](../../commands/getCorpseWeaponholders.md): Returns primary and secondary weapon holders of a dead unit. If a unit had weapons at the moment of death, primary weapon is dropped into primary weaponholder and secondary weapon is dropped into secondary.
- [getCruiseControl](../../commands/getCruiseControl.md): Returns cruise control settings set with setCruiseControl command.
- [getDammage](../../commands/getDammage.md): Returns the object damage.
- [getDescription](../../commands/getDescription.md): Returns the string representation of unit as an four slots array.
- [getDir](../../commands/getDir.md): Returns the object heading in the range 0..360.
- [getDirVisual](../../commands/getDirVisual.md): Returns object's heading in the range from 0 to 360 in render time scope.
- [getDiverState](../../commands/getDiverState.md): Returns true when object is in diver state - e.g when the unit would put diving goggles on.
- [getEntityInfo](../../commands/getEntityInfo.md): Returns various properties for the given entity. Most properties should be checked where entity is local
- [getForcedSpeed](../../commands/getForcedSpeed.md): Returns forced speed set with forceSpeed or -1 if not set.
- [getFuelConsumptionCoef](../../commands/getFuelConsumptionCoef.md): Returns the fuel consumption coefficient, which is a multiplier of the fuel consumption rate in config.
- [getHideFrom](../../commands/getHideFrom.md): Returns the Position where object believes the enemy to be. If there is no direct line of sight between the object and the enemy, this position is extrapolated based on the last known position and speed of the enemy.
- [getHit](../../commands/getHit.md): Returns selection damage. Same as getHitPointDamage, only the argument is selection part instead of hit point.
- [getHitIndex](../../commands/getHitIndex.md): Return current level of damage for a specific Hit Point (specified by its hit part index). All hit points can be obtained with getAllHitPointsDamage command. - 0: no damage - 1: full damage
- [getHitPointDamage](../../commands/getHitPointDamage.md): Return current level of damage in range 0..1 for a specific Hit Point (specified by its config class). If you need to get damage of a selection instead of hit point, use getHit.
- [getLightInfo](../../commands/getLightInfo.md): Returns various properties for the given `1. lightpoint` or `1. lightreflector`. ConePars and VolumeShapePars are exclusive properties of `1. lightreflector` only.
- [getModelInfo](../../commands/getModelInfo.md): Returns object's model info. Model path is suitable for use with createSimpleObject command.
- [getObjectFOV](../../commands/getObjectFOV.md): Returns Field of View of the given object in radians. Static objects return default value, which is 1. FOV of objNull is 0.
- [getObjectMaterials](../../commands/getObjectMaterials.md): Gets all custom materials associated with the object.
- [getObjectScale](../../commands/getObjectScale.md): Returns the render scale of an object relative to the original model.
- [getObjectTextures](../../commands/getObjectTextures.md): Gets all custom textures (hiddenSelectionsTextures) associated with the object.
- [getObjectType](../../commands/getObjectType.md): Returns object type as a number: - 1 - Primary - Normal object placed in Visitor, part of landscape - 2 - Network - Road placed in Visitor, part of landscape - 4 - Temporary - Temporary object (like tracks) - 8 -…
- [getOpticsMode](../../commands/getOpticsMode.md): Returns the class name of the current optic mode of the current weapon.
- [getOxygenRemaining](../../commands/getOxygenRemaining.md): Returns amount of remaining oxygen.
- [getPlateNumber](../../commands/getPlateNumber.md): Get the license plates from any vehicle which has plates configured.
- [getPosASLVisual](../../commands/getPosASLVisual.md): Returns an object's rendered ASL position (z value above sea level) in render time scope.
- [getPosATLVisual](../../commands/getPosATLVisual.md): Returns an object's rendered ATL position (z value above ground) in render time scope.
- [getPosVisual](../../commands/getPosVisual.md): Returns an object's AGLS position in render time scope. Alias of visiblePosition.
- [getPosWorldVisual](../../commands/getPosWorldVisual.md): Returns the provided object's, model centre position in render version in format PositionASL, rather than transformed boundingCenter or LandContact vertices.
- [getRelDir](../../commands/getRelDir.md): Returns direction, which is relative to object's current direction, from given object to another object or position in the range from 0 to 360, the equivalent of BIS_fnc_relativeDirTo.
- [getSelectionBones](../../commands/getSelectionBones.md): Returns an array of bone names to which the specified selection is attached.
- [getShotInfo](../../commands/getShotInfo.md): Returns various properties for the given shot.
- [getSpeed](../../commands/getSpeed.md): Get the speed for the given speed mode.
- [getSuppression](../../commands/getSuppression.md): Gets the suppression value for the given unit. Returns varying Number between 0 and 1, or -1 if suppression is disabled (`disableAI "SUPPRESSION"`) or the suppression value is not available.
- [getUnitFreefallInfo](../../commands/getUnitFreefallInfo.md): Returns a unit's freefall information.
- [getUnitTrait](../../commands/getUnitTrait.md): Gets the current value of a trait of the given unit.
- [getUnloadInCombat](../../commands/getUnloadInCombat.md): A getter for setUnloadInCombat. To return global config value see canUnloadInCombat
- [getVehicleTIPars](../../commands/getVehicleTIPars.md): Returns TI parameters of a vehicle.
- [getWaterFillPercentage](../../commands/getWaterFillPercentage.md): Get an object's water filling.
- [getWaterLeakiness](../../commands/getWaterLeakiness.md): Get an object's water intake ratio when immersed.
- [gunner](../../commands/gunner.md): Returns the gunner of a vehicle.
- [handsHit](../../commands/handsHit.md): Checks if a soldier's hands are hit, which results in inaccurate aiming.
- [hideBody](../../commands/hideBody.md): Hides dead body of the given unit. After a short delay, the body slowly sinks into the ground. After awhile, when group of the unit becomes grpNull, the body gets deleted and becomes objNull.
- [hideObject](../../commands/hideObject.md): Hide entity. Can be used on soldiers and vehicles, also on static objects.
- [hideObjectGlobal](../../commands/hideObjectGlobal.md): This command is designed for MP. Hides object on all connected clients as well as JIP. Can be used on static objects. In singleplayer this command behaves just like hideObject.
- [hideSelection](../../commands/hideSelection.md): Hides or shows the simple object's provided selection.
- [incapacitatedState](../../commands/incapacitatedState.md): Returns the incapacitated sub-state of the given unit, when the lifeState of the unit is "INCAPACITATED". Could be one of: - "UNCONSCIOUS" - "MOVING" - "SHOOTING"
- [inflame](../../commands/inflame.md): Sets the state of a fireplace.
- [inflamed](../../commands/inflamed.md): Checks if fireplace is inflamed (burning) or not. To check if a unit is receiving damage from fire, use isBurning command.
- [insideBuilding](../../commands/insideBuilding.md): Returns how much a man is inside a building. The value is the same as normally returned by weapons/ammo sound controller "interior".
- [isAbleToBreathe](../../commands/isAbleToBreathe.md): If unit is diving and doesn't have a rebreather, it returns false. Diving means the unit's head is underwater. If unit is underwater and has a rebreather, the command returns true.
- [isAllowedCrewInImmobile](../../commands/isAllowedCrewInImmobile.md): Whether or not units can be in a vehicle with broken tracks/wheels.
- [isAutoHoverOn](../../commands/isAutoHoverOn.md): Return true if vehicle has enabled auto hover. (always returns false if the vehicle can't set auto hover)
- [isBleeding](../../commands/isBleeding.md): Returns whether the unit is bleeding.
- [isBurning](../../commands/isBurning.md): Returns whether the unit is burning. This returns true only if unit is damaged by nearby fire, it does not check whether a fireplace is burning, use inflamed command for that.
- [isCopilotEnabled](../../commands/isCopilotEnabled.md): Returns true if copilots actions are enabled.
- [isDamageAllowed](../../commands/isDamageAllowed.md): A getter for allowDamage command. The command indicates if damage is allowed at current locality, hence local effect of the command.
- [isEngineOn](../../commands/isEngineOn.md): Returns true if engine is on, false if it is off.
- [isFlashlightOn](../../commands/isFlashlightOn.md): Returns true if there is a linked and enabled flashlight on a given weapon.
- [isHidden](../../commands/isHidden.md): Returns whether a person is hidden (reached the hiding position).
- [isInRemainsCollector](../../commands/isInRemainsCollector.md): Checks if unit or vehicle is queued for disposal after death.
- [isKindOf](../../commands/isKindOf.md): Checks whether the given object or type is (a subtype) of the given type.
- [isMarkedForCollection](../../commands/isMarkedForCollection.md): Checks whether the object is marked for weapons collection.
- [isObjectHidden](../../commands/isObjectHidden.md): Checks visibility of a given object on the local machine.
- [isSimpleObject](../../commands/isSimpleObject.md): Returns true if given object is simple object
- [isTouchingGround](../../commands/isTouchingGround.md): Returns true if object is touching the ground.
- [isTurnedOut](../../commands/isTurnedOut.md): Returns true if given unit is turned out, otherwise false. The output changes to true after unit finished turning out, however will change to false almost immediately after unit is ordered to turn in.
- [isWalking](../../commands/isWalking.md): Returns true if walk is toggled (default <kbd>W</kbd>+<kbd>S</kbd> in Arma 3).
- [knowsAbout](../../commands/knowsAbout.md): Checks if a group or a side knows about target. - Enemy knowledge is instantly shared among the group units - Units in the same group always perfectly know about each others - AI knowledge cannot check beyond current…
- [lifeState](../../commands/lifeState.md): Returns the life state of the given unit.
- [limitSpeed](../../commands/limitSpeed.md): Limit the speed of an AI-driven vehicle or AI person to given value. It has continuous effect and AI will not break through the speed limitation until one is contacted, engaged or regrouped.
- [lock](../../commands/lock.md): Lock vehicle (disable mounting / dismounting) for player. This command will remove user get in/get out actions but will not stop player getting into or out of vehicle via script commands (e.g moveInCargo).
- [lockCargo](../../commands/lockCargo.md): Lock all cargo positions of a vehicle or lock by index. This command will remove user "get in" action (not get out) but will also stop player getting into vehicle via script commands (e.g moveInCargo) unlike lock…
- [lockDriver](../../commands/lockDriver.md): Lock the driver position of the vehicle. This command must be executed where vehicle is local.
- [locked](../../commands/locked.md): Check if vehicle is locked. If it is locked, Persons cannot mount / dismount without order.
- [lockedCargo](../../commands/lockedCargo.md): Check whether cargo position of the vehicle is locked.
- [lockedDriver](../../commands/lockedDriver.md): Check whether driver position of the vehicle turret is locked.
- [modelToWorldVisual](../../commands/modelToWorldVisual.md): Converts position from object model space to world space in render time scope. For ASL version see modelToWorldVisualWorld.
- [modelToWorldVisualWorld](../../commands/modelToWorldVisualWorld.md): Converts position from object model space to world space in render time scope. For the PositionAGL version see modelToWorldVisual.
- [morale](../../commands/morale.md): Get the provided unit's current morale level.
- [namedProperties](../../commands/namedProperties.md): Returns a list of named properties on Geometry LOD.
- [nameSound](../../commands/nameSound.md): Returns the nameSound of a person.
- [needService](../../commands/needService.md): Returns array with how much vehicle needs repairing, refueling and rearming.
- [objectParent](../../commands/objectParent.md): Returns the parent of an object if said object is a proxy.
- [periscopeElevation](../../commands/periscopeElevation.md): Returns current periscope elevation value, see also elevatePeriscope.
- [player](../../commands/player.md): A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.
- [playerTargetLock](../../commands/playerTargetLock.md): Get the local player's current locked target (with weapons that can lock on).
- [precision](../../commands/precision.md): Return the movement precision of the given entity, how is the entity able to be precise when moving to given target.
- [preloadObject](../../commands/preloadObject.md): Preloads all textures, materials and proxies needed to render given object. Works with objects and classnames - note that classnames require an object instance in the mission.
- [rating](../../commands/rating.md): Check unit rating. Rating is increased for killing enemies, decreased for killing friendlies (see Rating Values). Can be changed via addRating by the mission designer.
- [removeFromRemainsCollector](../../commands/removeFromRemainsCollector.md): Removes vehicles/units from the garbage collector, so they do not get deleted automatically; added earlier with addToRemainsCollector.
- [reveal](../../commands/reveal.md): Reveals a target to a group. If *toWhom* is a unit, unit's group is considered. If *toWhom* is a vehicle, vehicle commander's group is considered.
- [roleDescription](../../commands/roleDescription.md): Returns unit description set in the editor and visible on role selection screen in multiplayer.
- [scudState](../../commands/scudState.md): Return the current state of given Scud launcher.
- [selectionNames](../../commands/selectionNames.md): Returns the list of model selections. When using default syntax, the named selections are returned from the first LOD only (LOD index 0).
- [selectionPosition](../../commands/selectionPosition.md): Returns selection position in model space pertaining to the current animation in render time scope.
- [selectionVectorDirAndUp](../../commands/selectionVectorDirAndUp.md): Searches for selection in the object model's LOD level, and returns the Direction and Up vectors in model space.
- [selectNoPlayer](../../commands/selectNoPlayer.md): Switches player to no unit, makes player return objNull.
- [selectPlayer](../../commands/selectPlayer.md): Move player into given unit. Some usage advices: - Avoid using selectPlayer on editor-placed units in multiplayer, as it may, on occasion, lead to some undefined behaviour.
- [setAirplaneThrottle](../../commands/setAirplaneThrottle.md): Sets a wanted throttle position - works only on player's vehicle.
- [setAngularVelocity](../../commands/setAngularVelocity.md): Sets the angular velocity of the object in world space as a 3D vector. The units are in Rad/s and rotations are clockwise.
- [setAngularVelocityModelSpace](../../commands/setAngularVelocityModelSpace.md): Sets the angular velocity of the object in model space as a 3D vector. The units are in Rad/s and rotations are clockwise.
- [setBleedingRemaining](../../commands/setBleedingRemaining.md): Sets for how many seconds injured unit leaves blood trail. The unit damage must be >= 0.1 for this command to have an effect, otherwise, the getBleedingRemaining will return 0 and no blood trail is left behind.
- [setCaptive](../../commands/setCaptive.md): Mark a unit as captive. If unit is a vehicle, commander is marked. A captive unit: - is seen as belonging to the civilian Side - will not be fired upon - will still shoot at its real side's enemies - will make its…
- [setConvoySeparation](../../commands/setConvoySeparation.md): Sets the distance to keep to the vehicle which is in front.
- [setCruiseControl](../../commands/setCruiseControl.md): Limits or sets local player-controlled vehicle's speed through cruise control.
- [setDamage](../../commands/setDamage.md): Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings and set a tree/pole/wall fall direction (away from *killer*).
- [setDammage](../../commands/setDammage.md): Entirely identical to setDamage that was introduced to fix a typographical error in the command's name.
- [setDir](../../commands/setDir.md): Sets object heading. Angles are measured in degrees clockwise from north; the regular range goes from 0 to 360 (0° = N, 90° = E, 180° = S, 270° = W). Negative angles represent counter-clockwise angles.
- [setDriveOnPath](../../commands/setDriveOnPath.md): Sets the path to follow for AI driver. Note that unitReady will return true even if AI is still driving through the points.
- [setFeatureType](../../commands/setFeatureType.md): Enable/disable object as a feature/landmark. Possible feature types: - 0 - Feature disabled - 1 - Object is always visible within object view distance - 2 - Object is always visible within terrain view distance
- [setFlagOwner](../../commands/setFlagOwner.md): Sets flag owner. When owner is set to objNull or any object other than a unit of class man or logic, flag is returned to the flagpole. A flag owned by a logic has no visual representation.
- [setFuel](../../commands/setFuel.md): Sets fuel level.
- [setFuelConsumptionCoef](../../commands/setFuelConsumptionCoef.md): Sets the fuel consumption coefficient, which is a multiplier of the fuel consumption rate in config. It doesn't affect fuel leakage or refueling.
- [setHit](../../commands/setHit.md): Set damage on a part of an object.
- [setHitIndex](../../commands/setHitIndex.md): Sets the current level of damage for a specific Hit Point. All hit points can be obtained with getAllHitPointsDamage command.
- [setHitPointDamage](../../commands/setHitPointDamage.md): Set the current level of damage for a specific Hit Point (specified by its config class). This command has no effect when allowDamage is set to false.
- [setMimic](../../commands/setMimic.md): Sets person's facial expression. To set it back to default, use "".
- [setMissileTarget](../../commands/setMissileTarget.md): Sets a guided missile target. Does not work for all types of missiles. If the target is dead, it is ignored. The target has to be inside the missile's configured targeting cone for the command to work.
- [setMissileTargetPos](../../commands/setMissileTargetPos.md): Sets a guided munition target position. The munition must have `manualControl` config entry to use this command. The target position has to be inside the missile's configured targeting cone for the command to work.
- [setObjectMaterial](../../commands/setObjectMaterial.md): Sets material of object selection. The selection number is defined through the hiddenselection[] = {} array in the vehicle's config (starting with 0).
- [setObjectMaterialGlobal](../../commands/setObjectMaterialGlobal.md): Set the material of the given selection on all computers in a network session.
- [setObjectScale](../../commands/setObjectScale.md): Scales an attached object or a Simple Object's model - see #Example 3 for various configurations' examples.
- [setObjectTexture](../../commands/setObjectTexture.md): Applies given texture to object's selection. See also Procedural Textures and Retexturing with setObjectTexture.
- [setObjectTextureGlobal](../../commands/setObjectTextureGlobal.md): Set the texture of the given selection on all computers in a network session.
- [setOpticsMode](../../commands/setOpticsMode.md): Sets the optic mode of the current weapon to the given class name or the index.
- [setOxygenRemaining](../../commands/setOxygenRemaining.md): Sets oxygen remaining. It has no effect when soldier is not diving.
- [setPlateNumber](../../commands/setPlateNumber.md): Change the license plates on any vehicle which has plates configured. Max 15 characters are allowed!
- [setRandomLip](../../commands/setRandomLip.md): Enables/Disables random lip. When enabled, the unit continuously moves its lips as if it is talking.
- [setSuppression](../../commands/setSuppression.md): Sets the given suppression value for the given unit.
- [setTargetAge](../../commands/setTargetAge.md): Sets how the target is known to the other centers. They behave like the target was seen age seconds ago.
- [setUnconscious](../../commands/setUnconscious.md): In Arma 2 and since Arma 3 v1.64, this command sets unit into incapacitated state.
- [setUnitFreefallHeight](../../commands/setUnitFreefallHeight.md): Sets minimum freefall height AGL per unit, at which the unit assumes HALO pose. Engine default is 100m. Use -1 to reset the height to default.
- [setUnitRecoilCoefficient](../../commands/setUnitRecoilCoefficient.md): Proportionaly increase/decrease unit's recoil. Drives muzzle up with every shot when supplied positive number and down when negative. 0 cancels recoil.
- [setUnitTrait](../../commands/setUnitTrait.md): Enables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which are Booleans and modifiers, which are Numbers. Custom trait can only be a bool.
- [setVehicleArmor](../../commands/setVehicleArmor.md): Sets the armor (or health for men) state of the vehicle (a value from 0 to 1).
- [setVehicleId](../../commands/setVehicleId.md) **[broken]**: Sets ID to vehicle. By this ID vehicle is referenced by triggers and waypoints.
- [setVehicleLock](../../commands/setVehicleLock.md): Sets vehicle lock. Possible values:
- [setVehiclePosition](../../commands/setVehiclePosition.md): Moves the object to a given position (same as createVehicle placement algorithm). Uses either the position that's defined by the *position* param, or one of the marker positions from the markers array.
- [setVehicleTIPars](../../commands/setVehicleTIPars.md): Sets the "heat" state of different vehicle parts for Thermal Imaging detection.
- [setVehicleVarName](../../commands/setVehicleVarName.md): Sets string representation of an object to a custom string.
- [setVelocity](../../commands/setVelocity.md): Sets velocity vector of an object in m/s.
- [setVelocityModelSpace](../../commands/setVelocityModelSpace.md): Sets the velocity (i.e. speed) vector of the given vehicle relative to its model.
- [setVelocityTransformation](../../commands/setVelocityTransformation.md): Interpolates and applies PositionASL, velocity, vectorDir and vectorUp to the given object based on the interval value.
- [setWaterFillPercentage](../../commands/setWaterFillPercentage.md): Set an object's water filling.
- [setWaterLeakiness](../../commands/setWaterLeakiness.md): Set an object's water intake ratio when immersed.
- [simulationEnabled](../../commands/simulationEnabled.md): Check if the entity has enabled simulation.
- [sizeOf](../../commands/sizeOf.md): Returns the diameter of bounding sphere of the object of given classname in meters. If you need to estimate the size of the object more precisely, use boundingBox or boundingBoxReal.
- [speed](../../commands/speed.md): Object speed (in km/h). Returns relative speed of given object along Y axis. An equivalent to: `3.6 * (velocityModelSpace _obj select 1)`
- [squadParams](../../commands/squadParams.md): Returns data about squad of given unit loaded from squad.xml as well as the unit itself.
- [synchronizedObjects](../../commands/synchronizedObjects.md): Return the list of objects synchronized with the given unit.
- [synchronizeObjectsAdd](../../commands/synchronizeObjectsAdd.md): Add given objects to the unit's list of synchronized objects.
- [synchronizeObjectsRemove](../../commands/synchronizeObjectsRemove.md): Removes given objects from the unit's list of synchronized objects.
- [targetsAggregate](../../commands/targetsAggregate.md): Aggregate candidates.
- [triggerAmmo](../../commands/triggerAmmo.md): Triggers a munition such as shells, bullets, missiles, rockets, mines and bombs (*shotSubmunition/shotShell/shotBullet/shotMissile/shotRocket*) as if it did hit.
- [typeOf](../../commands/typeOf.md): Returns the class name of given target.
- [unassignVehicle](../../commands/unassignVehicle.md): Unassigns individual unit from a vehicle, usually previously assigned with *assignAsXXX* command, i.e removes assignedVehicleRole of the unit.
- [underwater](../../commands/underwater.md): Returns whether the object is fully underwater.
- [unitAimPosition](../../commands/unitAimPosition.md): Returns the position on the unit other units can aim at. Same as aimPos only returns position in PositionAGL format and has render scope alternative unitAimPositionVisual.
- [unitAimPositionVisual](../../commands/unitAimPositionVisual.md): Returns the position on the unit other units can aim at in render scope. See also aimPos, unitAimPosition.
- [unitRecoilCoefficient](../../commands/unitRecoilCoefficient.md): Returns recoil coefficient of a soldier.
- [vehicle](../../commands/vehicle.md): Vehicle in which given unit is mounted. If none, unit is returned. Alternatively, use objectParent
- [vehicleMoveInfo](../../commands/vehicleMoveInfo.md): Returns current vehicle move/turn info (a getter for sendSimpleCommand) in format [moveInfo, turnInfo]. Possible values:
- [vehicleVarName](../../commands/vehicleVarName.md): Returns the variable name that contains a primary editor reference to this object. This is the variable given in the *Insert Unit dialog / name field* in the editor. It can be changed using setVehicleVarName.
- [velocity](../../commands/velocity.md): Returns the velocity of the object as vector in m/s.
- [velocityModelSpace](../../commands/velocityModelSpace.md): Returns the velocity (speed vector) of the vehicle as an array with format [x, y, z] in metre per second. Vector is in model space.
- [waterDamaged](../../commands/waterDamaged.md): Checks if the engine was water damaged. When a vehicle is Drowned, the engine gets water damaged and might need full repair either with setDamage or setHitPointDamage to be able to start.
- [weaponLowered](../../commands/weaponLowered.md): Returns true if given soldier's weapon is lowered.
