VN_fnc_revive_action_revive

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← back to Functions Introduced in S.O.G. Prairie Fire v1.00
by Ethan Johnson
Argument(s): global
Effect(s): global

Description

Main player revive action function.

Syntax

Syntax
[revivedUnit, type] call VN_fnc_revive_action_revive
Parameters
revivedUnit: Object - the unit that the action is being performed on
type: Number - the type of performed action:
  • 1: action started
  • 2: action tick (see VN_fnc_holdActionAdd)
  • 3: action completed
  • 4: action interrupted
Return value
Boolean - true when done

Examples

Example 1
[cursorObject, 3] call VN_fnc_revive_action_revive;