setCaptive: Difference between revisions
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However other enemy unit the unit later encounters will engage freely with full force. | However other enemy unit the unit later encounters will engage freely with full force. | ||
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<dd class="notedate">Posted on November 19, 2017 - 10:58 (UTC)</dd> | <dd class="notedate">Posted on November 19, 2017 - 10:58 (UTC)</dd> | ||
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A captive unit will immediately be shot (after a normal "human" reaction time from the AI) | A captive unit will immediately be shot (after a normal "human" reaction time from the AI) | ||
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<dd class="notedate">Posted on August 21, 2019 - 18:02 (UTC)</dd> | <dd class="notedate">Posted on August 21, 2019 - 18:02 (UTC)</dd> |
Revision as of 10:01, 11 June 2021
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 Template:Since
- 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:
- 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
- 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.
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