setCaptive: Difference between revisions

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(fill in numbered status syntax details)
(MP effects - tested in ArmA 2)
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|1.00|= Game version
|1.00|= Game version
|eff= global|= Effects in MP
|arg= local|= Arguments in MP
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Revision as of 23:53, 10 April 2010

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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.

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