setCaptive: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\| *PARAMETER[0-9]{1,3} *= * " to " ") |
Lou Montana (talk | contribs) m (Text replacement - "\{\{( *)Informative( *)\|" to "{{$1Feature$2|$2Informative$2|") |
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* will not get its weapons removed (see [[removeAllWeapons]]) | * will not get its weapons removed (see [[removeAllWeapons]]) | ||
* will not trigger "detected by" conditions for its original [[side]]. | * will not trigger "detected by" conditions for its original [[side]]. | ||
{{Informative | The number used as status can be retrieved by [[captiveNum]] to keep track of the captivity status at a finer resolution (e.g. handcuffed, grouped, etc).}} | {{Feature | Informative | The number used as status can be retrieved by [[captiveNum]] to keep track of the captivity status at a finer resolution (e.g. handcuffed, grouped, etc).}} | ||
| unitName [[setCaptive]] status | | unitName [[setCaptive]] status |
Revision as of 00:13, 7 February 2021
Description
- Description:
- Description needed
- Groups:
- Object ManipulationSides
Syntax
- Syntax:
- Syntax needed
- Parameters:
- unitName: Object
- status: Boolean - true means captive
- Return Value:
- Return value needed
Alternative Syntax
- Syntax:
- unitName setCaptive statusNumber Template:Since
- Parameters:
- unitName: Object
- statusNumber: Number - zero means non-captive, a non-zero value means captive
- Return Value:
- Nothing
Examples
- Example 1:
_soldier1 setCaptive true; side _soldier1; // returns civilian side group _soldier1; // returns e.g blufor
- Example 2:
_soldier1 setCaptive 1; captive _soldier1; // returns true _soldier1 setCaptive 42; captive _soldier1; // returns true _soldier1 setCaptive 0; captive _soldier1; // returns false
Additional Information
- See also:
- See also needed
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
- 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.
- Posted on November 19, 2017 - 10:58 (UTC)
- Lou Montana
-
Talkingtoaj's note does not 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 BLUFOR players, their score will be calculated as if they killed an OPFOR, not a civilian.
Categories:
- Stubs
- Scripting Commands
- Command Group: Object Manipulation
- Command Group: Sides
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands