setCaptive: Difference between revisions

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[[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

Hover & click on the images for description

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.

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