setCaptive: Difference between revisions

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{{Command|= Comments
____________________________________________________________________________________________


<h2 style="color:#000066">'''''person'' setCaptive ''status'''''</h2>
| ofp |= Game name


|1.00|= Game version


'''Operand types:'''
|eff= global|Multiplayer Effects=
|arg= local|Multiplayer Arguments=
____________________________________________________________________________________________


'''person:''' [[Object]]
| 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]].


'''status:''' [[Boolean]]
<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=


'''Type of returned value:'''
____________________________________________________________________________________________


[[Nothing]]
| unitName '''setCaptive''' status |SYNTAX=


'''Description:'''
|p1= unitName: [[Object]] |PARAMETER1=
|p2= status: [[Boolean]]  - [[true]] means [[captive]]|PARAMETER2=


Mark unit as captive.<br>
| [[Nothing]] |RETURNVALUE=
If unit is vehicle, commander is marked.<br>
A captive is neutral to everyone.<br>
'''Note:''' This function does not remove unit's weapons.<br>
'''Note:''' If you make a unit captive, that unit will still fire on the enemy, but the enemy will not fire back.


| s2= unitName '''setCaptive''' status |SYNTAX=


'''Example:<br>'''
|p21= unitName: [[Object]] |PARAMETER1=
|p22= status:  [[Number]] - 0 or non zero. A non zero value means [[captive]]|PARAMETER2=


soldier1 '''setCaptive''' [[true]]
| r2= [[Nothing]] |RETURNVALUE=
____________________________________________________________________________________________
 
|x1= <code>_soldier1 [[setCaptive]] [[true]];</code> |EXAMPLE1=
|x2= <code>_soldier1 [[setCaptive]] 1;</code> |EXAMPLE2=
____________________________________________________________________________________________
 
| [[captive]], [[captiveNum]] |SEEALSO=
 
}}
 
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on August 4, 2006 - 23:49
<dt class="note">'''[[User:Hoz|hoz]]'''<dd class="note"> 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.
<dd class="notedate">Posted on January 1, 2011 - 13:11
<dt class="note">'''[[User:Talkingtoaj|Talkingtoaj]]'''<dd class="note">
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.
 
 
<!-- Note Section END -->
</dl>
 
<h3 style="display:none">Bottom Section</h3>
[[Category:Scripting Commands|SETCAPTIVE]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|SETCAPTIVE]]
[[Category:Scripting Commands OFP 1.46|SETCAPTIVE]]
[[Category:Scripting Commands ArmA|SETCAPTIVE]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on November 19, 2017 - 10:58 (UTC)</dd>
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dd class="note">
'''Talkingtoaj''' note doesn't apply to Arma 3 anymore (earlier than 1.76)<br />
A captive unit will immediately be shot (after a normal "human" reaction time from the AI)
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Revision as of 12:12, 5 August 2019

Hover & click on the images for description

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

Posted on November 19, 2017 - 10:58 (UTC)
Lou Montana
Talkingtoaj note doesn't 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)