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setCaptive compatibility / implement _fnc_setCaptivityStatus #542
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Can confirm this |
null = this spawn {waitUntil {_this setCaptive true; time > 5}}; |
@KoffeinFlummi https://community.bistudio.com/wiki/setCaptive |
I've seen this the other day when testing the command. The problem lies in the medical system, which currently uses setsCaptive false for every unit on init. @Feivel69, the syntax by @commy2 is a workaround for now, but the setcaptive state will be lost if the unit is knocked unconcious and then healed |
I was thinking about this the other day... We use |
Yes, that sounds good. However, probably using Or even better, we could expose a custom setCaptive function for them to use, where you pass as argument the reason of the captivity and it sets the bits automatically. E.g.:
and
returning the reasons of captivity: |
I working on what @esteldunedain suggested. |
Now all we have to do is make use of the new function. Assigning to Flummi because I never used setCaptive anywhere. Syntax: (e.g. Handcuffing) // to handcuff // to uncuff // is this unit handcuffed? Edit: |
Hello!
The setCaptive-command doesn't work, when using AGM. I tested it several times with all other addons/mods deactivated except AGM and vice versa.
Reproduce:
1.Place Bluefor-Unit -> Init: this setCaptive true;
2.Place Opfor-Unit in Bluefor-Unit's front
3.Opfor will shoot Bluefor
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