setCaptive: Difference between revisions
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{{ | {{RV|type=command | ||
| ofp |= | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
|eff= global | |||
| | |arg= local | ||
| | |gr1= Object Manipulation | ||
|gr2= Sides | |||
|descr= Mark a unit as captive. If unit is a vehicle, commander is marked. A captive unit: | |||
* is seen as belonging to the [[civilian]] [[Side]] | |||
* will not be fired upon | |||
* will still shoot at its real side's enemies | |||
* will make its killer earn/lose [[score]]/[[rating]] as usual | |||
* will not get its weapons removed (see [[removeAllWeapons]]) | |||
* will not trigger "detected by" conditions for its original [[Side]]. | |||
{{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).}} | |||
|s1= unitName [[setCaptive]] status | |||
|p1= unitName: [[Object]] | |||
|p2= status: [[Boolean]] - [[true]] means [[captive]] | |||
|r1= [[Nothing]] | |||
|s2= unitName [[setCaptive]] statusNumber | |||
|s2since= arma2 1.00 | |||
|p21= unitName: [[Object]] | |||
|p22= statusNumber: [[Number]] - zero means non-captive, a non-zero value means [[captive]]; see [[captiveNum]] | |||
|r2= [[Nothing]] | |||
|x1= <sqf> | |||
_soldier1 setCaptive true; | |||
side _soldier1; // returns civilian | |||
side group _soldier1; // returns e.g blufor | |||
</sqf> | |||
|x2= <sqf> | |||
_soldier1 setCaptive 1; | |||
captive _soldier1; // returns true | |||
_soldier1 setCaptive 42; | |||
captive _soldier1; // returns true | |||
_soldier1 setCaptive 0; | |||
captive _soldier1; // returns false | |||
</sqf> | |||
|seealso= [[captive]] [[captiveNum]] | |||
}} | }} | ||
{{Note | |||
|user= Talkingtoaj | |||
|timestamp= 20110101131100 | |||
|text= 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. | |||
< | }} | ||
{{Note | |||
|user= Lou Montana | |||
|timestamp= 20171119105800 | |||
|text= '''[[User:Talkingtoaj|Talkingtoaj]]'''<nowiki/>'s note does not apply to {{arma3}} anymore (earlier than 1.76)<br> | |||
A captive unit will immediately be shot (after a normal "human" reaction time from the AI) | |||
}} | |||
< | {{Note | ||
|user= DreadedEntity | |||
|timestamp= 20220426011528 | |||
|text= In '''A3 2.08.149102''', entering an empty vehicle with the same [[side]] as the player as defined in <sqf inline>configFile >> "CfgVehicles" >> _vehicleClassname >> "side"</sqf> will briefly switch the side of the vehicle to the side of the player soldier (specifically, while the get in animation is playing), even if captive. Once exiting the vehicle, it will retain that side until the player enters a new vehicle or, seemingly arbitrarily, moves more than 100 meters away from the vehicle <sqf inline>player distance _vehicle > 100</sqf>. If the player gets within 100 meters of the vehicle without entering a new vehicle, it will again switch to the players side. This is probably a bug, in my opinion | |||
}} |
Latest revision as of 11:44, 24 March 2023
Description
- Description:
- Mark a unit as captive. If unit is a vehicle, commander is marked. A captive unit:
- Groups:
- Object ManipulationSides
Syntax
- Syntax:
- unitName setCaptive status
- Parameters:
- unitName: Object
- status: Boolean - true means captive
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unitName setCaptive statusNumber
- Parameters:
- unitName: Object
- statusNumber: Number - zero means non-captive, a non-zero value means captive; see captiveNum
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
Additional Information
- See also:
- captive captiveNum
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 Jan 01, 2011 - 13:11 (UTC)
- 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 Nov 19, 2017 - 10:58 (UTC)
-
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 Apr 26, 2022 - 01:15 (UTC)
- In A3 2.08.149102, entering an empty vehicle with the same side as the player as defined in configFile >> "CfgVehicles" >> _vehicleClassname >> "side" will briefly switch the side of the vehicle to the side of the player soldier (specifically, while the get in animation is playing), even if captive. Once exiting the vehicle, it will retain that side until the player enters a new vehicle or, seemingly arbitrarily, moves more than 100 meters away from the vehicle player distance _vehicle > 100. If the player gets within 100 meters of the vehicle without entering a new vehicle, it will again switch to the players side. This is probably a bug, in my opinion
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation
- Command Group: Sides
- Scripting Commands: Global Effect