setCaptive: Difference between revisions
Jump to navigation
Jump to search
(mass edit: removing obsolete </dt> and </dd> tags) |
m (Text replace - "{{uc:{{PAGENAME}}}}" to "{{uc:{{PAGENAME}}}} {{uc:{{PAGENAME}}}}") |
||
Line 62: | Line 62: | ||
[[Category:Scripting Commands ArmA|SETCAPTIVE]] | [[Category:Scripting Commands ArmA|SETCAPTIVE]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] |
Revision as of 11:29, 2 November 2011
Description
- Description:
- Mark a unit as captive. If unit is a vehicle, commander is marked. A captive is neutral to everyone, 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 or Number - When using a number parameter, any value>0 is considered to be the same as true
- Return Value:
- Nothing
Examples
- Example 1:
_soldier1 setCaptive true
- Example 2:
_soldier1 setCaptive 3
Additional Information
- See also:
- captivecaptiveNumsetCaptive_(VBS2)
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.
- 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
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 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Take On Helicopters