setCaptive: Difference between revisions
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| Mark a unit as captive. | | Mark a unit as captive. If unit is a vehicle, commander is marked. A captive is neutral to everyone (belong to [[civilian]] [[side]]), and will not trigger "detected by" conditions for its original [[side]]. | ||
<br><br>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. |= Description | |||
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. |= Description | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
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|p1= unitName: [[Object]] |= Parameter 1 | |p1= unitName: [[Object]] |= Parameter 1 | ||
|p2= status: [[Boolean]] | |p2= status: [[Boolean]] - [[true]] means [[captive]]|= Parameter 2 | ||
| [[Nothing]] |= Return value | | [[Nothing]] |= Return value | ||
| s2= unitName '''setCaptive''' status |= Syntax | |||
|p21= unitName: [[Object]] |= Parameter 1 | |||
|p22= status: [[Number]] - 0 or non zero. A non zero value means [[captive]]|= Parameter 2 | |||
| r2= [[Nothing]] |= Return value | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <code>_soldier1 [[setCaptive]] [[true]]</code> |= Example 1 | |x1= <code>_soldier1 [[setCaptive]] [[true]];</code> |= Example 1 | ||
|x2= <code>_soldier1 [[setCaptive]] | |x2= <code>_soldier1 [[setCaptive]] 1;</code> |= Example 2 | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 22:47, 30 November 2015
Description
- Description:
- Mark a unit as captive. If unit is a vehicle, commander is marked. A captive is neutral to everyone (belong to civilian side), 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 - true means captive
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unitName setCaptive status
- Parameters:
- unitName: Object
- status: Number - 0 or non zero. A non zero value means captive
- Return Value:
- Nothing
Examples
- Example 1:
_soldier1 setCaptive true;
- Example 2:
_soldier1 setCaptive 1;
Additional Information
- See also:
- captivecaptiveNum
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.
- 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.
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 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters