setCaptive: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
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captive _soldier1; // returns true | captive _soldier1; // returns true | ||
_soldier1 | _soldier1 setCaptive 42; | ||
[[captive]] _soldier1; // returns [[true]] | [[captive]] _soldier1; // returns [[true]] | ||
Revision as of 12:59, 12 May 2022
Description
- Description:
- 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 not get its weapons removed (see removeAllWeapons)
- will not trigger "detected by" conditions for its original side.
- 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:
_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:
- 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 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.
- 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
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 vehicleplayer 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