setCaptive: Difference between revisions
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Dr Eyeball (talk | contribs) (fill in numbered status syntax details) |
(MP effects - tested in ArmA 2) |
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Revision as of 22:53, 10 April 2010
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.
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