setCaptive
From Bohemia Interactive Community
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Introduced in
- Game:
- Operation Flashpoint
- Version:
- 1.00
Description
- Description:
- Mark a unit as captive.
If unit is a vehicle, commander is marked.
A captive is neutral to everyone, and will not trigger "detected by" conditions for its original side.
Using a number (instead of a boolean) for the status has no further effect on the engine's behavior, but can be used by captiveNum to keep track of the captivity status at a finer resolution (e.g. handcuffed, grouped, etc.)
The numbered status syntax was introduced in Arma 2.
Syntax
- Syntax:
- unitName setCaptive status
- Parameters:
- unitName: Object
- status: Boolean or Number - When using a number parameter, any value>0 is considered to be the same as true
- Return Value:
- Nothing
Examples
- Example 1:
_soldier1 setCaptive true- Example 2:
_soldier1 setCaptive 3
Additional Information
- Multiplayer:
- -
- See also:
- captive, captiveNum, setCaptive_(VBS2)
Notes
Notes
Notes
- Posted on August 4, 2006 - 23:49
- hoz
- This function does not remove unit's weapons.
If you make a unit captive, that unit will still fire on the enemy, but the enemy will not fire back.
- Talkingtoaj
-
If you change a unit from captive to no longer captive (for example, to "reveal" an undercover unit), enemy units that already have prior knowledge of the unit as a captive will only partially engage, making it very easy for the undercover unit. This seems to be a bug.
However other enemy unit the unit later encounters will engage freely with full force.