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Introduced with Operation Flashpoint version 1.001.00Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
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Mark a unit as captive. If unit is a vehicle, commander is marked. A captive is neutral to everyone (belong to civilian side), 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.


unitName setCaptive status
unitName: Object
status: Boolean - true means captive
Return Value:

Alternative Syntax

unitName setCaptive statusNumber           (Since Arma 2 v1.00)
unitName: Object
statusNumber: Number - 0 or non zero. A non zero value means captive
Return Value:


Example 1:
_soldier1 setCaptive true;
Example 2:
_soldier1 setCaptive 1;

Additional Information

See also:


Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.


Posted on August 4, 2006 - 23:49
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.
Posted on January 1, 2011 - 13:11
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.

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Posted on November 19, 2017 - 10:58 (UTC)
Lou Montana
Talkingtoaj's note doesn't apply to Arma 3 anymore (earlier than 1.76)
A captive unit will immediately be shot (after a normal "human" reaction time from the AI)
Posted on August 21, 2019 - 18:02 (UTC)
Units that are setcaptive belong to their original side for the purposes of score and rating. So if an OPFOR unit is setcaptive and is killed by players, their score will be calculated as if they killed an OPFOR, not a civilian.