setCaptive: Difference between revisions

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[[Category:Scripting Commands|S]]
{{Command|Comments=
[[Category:Scripting Commands OFP 1.97|S]]
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[[Category:Scripting Commands OFP 1.46|S]]
[[Category:Scripting Commands ArmA|S]]


back to [[Scripting_Reference#S|COMREF]]
| ofp |Game name=


<h2 style="color:#000066">'''''person'' setCaptive ''status'''''</h2>
|1.00|Game version=


|eff= global|Multiplayer Effects=


'''Operand types:'''
|arg= local|Multiplayer Arguments=
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'''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]].<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=
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'''status:''' [[Boolean]]
| unitName [[setCaptive]] status |SYNTAX=


'''Type of returned value:'''
|p1= unitName: [[Object]] |PARAMETER1=


[[Nothing]]
|p2= status: [[Boolean]] - [[true]] means [[captive]] |PARAMETER2=


'''Description:'''
| [[Nothing]] |RETURNVALUE=


Mark unit as captive.<br>
|s2= unitName [[setCaptive]] statusNumber &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(''Since {{arma2}} v1.00'')|SYNTAX2=
If unit is a 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.


|p21= unitName: [[Object]] |PARAMETER21=


'''Example:<br>'''
|p22= statusNumber: [[Number]] - 0 or non zero. A non zero value means [[captive]] |PARAMETER22=


soldier1 '''setCaptive''' [[true]]
|r2= [[Nothing]] |RETURNVALUE2=
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|x1= <code>_soldier1 [[setCaptive]] [[true]];</code> |EXAMPLE1=
 
|x2= <code>_soldier1 [[setCaptive]] 1;</code> |EXAMPLE2=
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| [[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.<br>
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|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 2|{{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'''<nowiki>'s</nowiki> 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>
 
<dd class="notedate">Posted on August 21, 2019 - 18:02 (UTC)</dd>
<dt class="note">[[User:Tankbuster|Tankbuster]]</dt>
<dd class="note">
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 players, their score will be calculated as if they killed an OPFOR, not a civilian.
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Revision as of 16:59, 6 April 2020

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 statusNumber           (Since Arma 2 v1.00)
Parameters:
unitName: Object
statusNumber: 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's 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)
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 players, their score will be calculated as if they killed an OPFOR, not a civilian.