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SetCaptive

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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

点击图片可看到更多讯息

开始使用于

游戏:
Operation Flashpoint
版本:
1.00

描述

描述:
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.

基本句法

句法:
unitName setCaptive status
参数:
unitName: Object

status: Boolean - true means captive
返回值:
Nothing

替代句法

句法:
unitName setCaptive status
参数:
unitName: Object

status: Number - 0 or non zero. A non zero value means captive
返回值:
Nothing

范例

范例1:
_soldier1 setCaptive true;

范例2:
_soldier1 setCaptive 1;

额外资讯

多人游戏:
-
也可以看看:

captivecaptiveNum

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

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.


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