setCaptive

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Description

Description:
Description needed
Groups:
Object ManipulationSides

Syntax

Syntax:
Syntax needed
Parameters:
unitName: Object
status: Boolean - true means captive
Return Value:
Return value needed

Alternative Syntax

Syntax:
unitName setCaptive statusNumber Template:Since
Parameters:
unitName: Object
statusNumber: Number - zero means non-captive, a non-zero value means captive
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 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.
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.