setCaptive: Difference between revisions
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<h3 style="display:none">Bottom Section</h3> | <h3 style="display:none">Bottom Section</h3> | ||
[[Category:Scripting Commands|SETCAPTIVE]] | [[Category:Scripting Commands|SETCAPTIVE]] | ||
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands OFP 1.96|SETCAPTIVE]] | [[Category:Scripting Commands OFP 1.96|SETCAPTIVE]] | ||
[[Category:Scripting Commands OFP 1.46|SETCAPTIVE]] | [[Category:Scripting Commands OFP 1.46|SETCAPTIVE]] |
Revision as of 11:10, 25 September 2014
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 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:
- 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