Difference between revisions of "Manual:DIL Manual/exec()"

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<span id="bpexec"></span>
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exec ( s : string , u : unitptr )
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    s : Command and arguments to perform.
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    u : Unit to perform command.
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    result: Unit (PC/NPC) executes command. The argument is treated just as
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            if a normal PC entered a command at the command prompt in the
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            game. It is not directly possible to detect whether the command
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            was a success or fail. For example, you might force a PC to
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            "get key". If there is no 'key' available, the PC will get
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            notified the normal way. Plenty of examples are given above.
  
 
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<span id="bpexec"></span>
 
<span id="bpexec"></span>
 
  exec ( s : string , u : unitptr )
 
  exec ( s : string , u : unitptr )

Latest revision as of 22:31, 4 December 2025

exec ( s : string , u : unitptr )
   s : Command and arguments to perform.
   u : Unit to perform command.
   result: Unit (PC/NPC) executes command. The argument is treated just as
           if a normal PC entered a command at the command prompt in the
           game. It is not directly possible to detect whether the command
           was a success or fail. For example, you might force a PC to
           "get key". If there is no 'key' available, the PC will get
           notified the normal way. Plenty of examples are given above.
---~---~---~---~---~---~---~---~---

exec ( s : string , u : unitptr )
   s : Command and arguments to perform.
   u : Unit to perform command.
   result: Unit (PC/NPC) executes command. The argument is treated just as
           if a normal PC entered a command at the command prompt in the
           game. It is not directly possible to detect whether the command
           was a success or fail. For example, you might force a PC to
           "get key". If there is no 'key' available, the PC will get
           notified the normal way. Plenty of examples are given above.
---~---~---~---~---~---~---~---~---