setCaptive: Difference between revisions

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| 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>
| Mark a unit as captive. If unit is a vehicle, commander is marked. A captive unit:
<br>
* is seen as belonging to the [[civilian]] [[side]] (will not be fired upon)
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=
* will still shoot at its real side's enemies
* will not get its weapons removed (see [[removeAllWeapons]])
* will not trigger "detected by" conditions for its original [[side]].
{{Informative | The number used as status can be retrieved by [[captiveNum]] to keep track of the captivity status at a finer resolution (e.g. handcuffed, grouped, etc).}} |DESCRIPTION=
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|p1= unitName: [[Object]] |PARAMETER1=
|p1= unitName: [[Object]] |PARAMETER1=


|p2= status: [[Boolean]] - [[true]] means [[captive]] |PARAMETER2=
|p2= status: [[Boolean]] - [[true]] means [[captive]] |PARAMETER2=


| [[Nothing]] |RETURNVALUE=
| [[Nothing]] |RETURNVALUE=


|s2= unitName [[setCaptive]] statusNumber &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(''Since {{arma2}} v1.00'')|SYNTAX2=
|s2= unitName [[setCaptive]] statusNumber {{since|arma2|1.00|y}} |SYNTAX2=


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


|p22= statusNumber:  [[Number]] - 0 or non zero. A non zero value means [[captive]] |PARAMETER22=
|p22= statusNumber:  [[Number]] - zero means non-captive, a non-zero value means [[captive]] |PARAMETER22=


|r2= [[Nothing]] |RETURNVALUE2=
|r2= [[Nothing]] |RETURNVALUE2=
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|x1= <code>_soldier1 [[setCaptive]] [[true]];</code> |EXAMPLE1=
|x1= <code>_soldier1 [[setCaptive]] [[true]];
[[side]] _soldier1; {{cc|returns [[civilian]]}}
[[side]] [[group]] _soldier1; {{cc|returns e.g [[blufor]]}}</code> |EXAMPLE1=


|x2= <code>_soldier1 [[setCaptive]] 1;</code> |EXAMPLE2=
|x2= <code>_soldier1 [[setCaptive]] 1;
[[captive]] _soldier1; {{cc|returns [[true]]}}
 
_soldier1 [[setCaptive]] 42;
[[captive]] _soldier1; {{cc|returns [[true]]}}
 
_soldier1 [[setCaptive]] 0;
[[captive]] _soldier1; {{cc|returns [[false]]}}</code> |EXAMPLE2=
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<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on August 4, 2006 - 23:49
<dd class="notedate">Posted on August 4, 2006 - 23:49</dd>
<dt class="note">[[User:Hoz|hoz]]
<dt class="note">[[User:Hoz|hoz]]</dt>
<dd class="note"> This function does not remove unit's weapons.<br>
<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.
If you make a unit captive, that unit will still fire on the enemy, but the enemy will not fire back.
</dd>


<dd class="notedate">Posted on January 1, 2011 - 13:11
<dd class="notedate">Posted on January 1, 2011 - 13:11</dd>
<dt class="note">[[User:Talkingtoaj|Talkingtoaj]]
<dt class="note">[[User:Talkingtoaj|Talkingtoaj]]</dt>
<dd class="note">
<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.
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.
However other enemy unit the unit later encounters will engage freely with full force.
</dd>


<!-- 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 Armed Assault|{{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>
<dd class="notedate">Posted on November 19, 2017 - 10:58 (UTC)</dd>
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dd class="note">
<dd class="note">
'''Talkingtoaj'''<nowiki>'s</nowiki> note doesn't apply to Arma 3 anymore (earlier than 1.76)<br>
'''[[User:Talkingtoaj|Talkingtoaj]]'''<nowiki/>'s note does not apply to {{arma3}} anymore (earlier than 1.76)<br>
A captive unit will immediately be shot (after a normal "human" reaction time from the AI)
A captive unit will immediately be shot (after a normal "human" reaction time from the AI)
</dd>
</dd>
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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.
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>
</dd>
<!-- Note Section END -->
</dl>
</dl>
<!-- DISCONTINUE Notes -->
 
<h3 style="display:none">Bottom Section</h3>
[[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 Armed Assault|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 23:01, 23 December 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 unit:
  • is seen as belonging to the civilian side (will not be fired upon)
  • will still shoot at its real side's enemies
  • will not get its weapons removed (see removeAllWeapons)
  • will not trigger "detected by" conditions for its original side.
The number used as status can be retrieved by captiveNum to keep track of the captivity status at a finer resolution (e.g. handcuffed, grouped, etc).
Groups:
Object ManipulationSides

Syntax

Syntax:
unitName setCaptive status
Parameters:
unitName: Object
status: Boolean - true means captive
Return Value:
Nothing

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

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.
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 players, their score will be calculated as if they killed an OPFOR, not a civilian.

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