setCaptive: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "Category:Scripting Commands ArmA2" to "Category:Scripting Commands Arma 2") |
Lou Montana (talk | contribs) m (Text replacement - "<br />" to "<br>") |
||
Line 75: | Line 75: | ||
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt> | <dt class="note">[[User:Lou Montana|Lou Montana]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
'''Talkingtoaj'''<nowiki>'s</nowiki> note doesn't apply to Arma 3 anymore (earlier than 1.76)<br | '''Talkingtoaj'''<nowiki>'s</nowiki> note doesn't apply to Arma 3 anymore (earlier than 1.76)<br> | ||
A captive unit will immediately be shot (after a normal "human" reaction time from the AI) | A captive unit will immediately be shot (after a normal "human" reaction time from the AI) | ||
</dd> | </dd> |
Revision as of 12:52, 19 March 2020
Description
- Description:
- 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. - Groups:
- Uncategorised
Syntax
- Syntax:
- unitName setCaptive status
- Parameters:
- unitName: Object
- status: Boolean - true means captive
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unitName setCaptive statusNumber (Since Arma 2 v1.00)
- Parameters:
- unitName: Object
- statusNumber: Number - 0 or non zero. A non zero value means captive
- Return Value:
- Nothing
Examples
- Example 1:
_soldier1 setCaptive true;
- Example 2:
_soldier1 setCaptive 1;
Additional Information
- See also:
- captivecaptiveNum
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
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. - Posted on January 1, 2011 - 13:11
- 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.
Bottom Section
- 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)
- Tankbuster
- 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.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- Scripting Commands ArmA
- Scripting Commands Arma 2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters