- Operation Flashpoint
- 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.
- unitName setCaptive status
- unitName: Object
- status: Number - 0 or non zero. A non zero value means captive
_soldier1 setCaptive true;
_soldier1 setCaptive 1;
- Posted on August 4, 2006 - 23:49
- 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
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.