Page MenuHomeFeedback Tracker

adding a captive unit to each sides classes?
Closed, ResolvedPublic


i spotted that there is no captive units?

im currently using the competitor as a captive as he has no weapon :)

are you guys going to add any captive units? (hostages, injured hostages etc...)


Legacy ID
Have Not Tried
Feature Request
Steps To Reproduce


Event Timeline

tyl3r99 edited Steps To Reproduce. (Show Details)Jun 25 2013, 3:23 PM
tyl3r99 edited Additional Information. (Show Details)
tyl3r99 set Category to Feature Request.
tyl3r99 set Reproducibility to Have Not Tried.
tyl3r99 set Severity to None.
tyl3r99 set Resolution to Open.
tyl3r99 set Legacy ID to 1036105693.May 7 2016, 2:53 PM
AD2001 added a subscriber: AD2001.May 7 2016, 2:53 PM

Do you mean add an unarmed unit?

b101uk added a subscriber: b101uk.May 7 2016, 2:53 PM

Just use the remove all weapons etc commands and the setCaptive command in the units initialization box, if they are captive from the start, or via a trigger if not

removeAllAssignedItems unit; removeAllContainers unit; removeAllItems unit; removeAllWeapons unit; unit setCaptive true;

unit = the name you gave them in the editor.

If you set their damage via the slider, they should appear injured or use “unit setDamage #” on the end of the above i.e.
Whare # = a number >0 to <1, 0 = fully healthy

tyl3r99 added a subscriber: tyl3r99.May 7 2016, 2:53 PM

on all the other series there were units named "captive" which had no gear, no vests, backpacks, helmets

so the work was already done for you.


MadDogX added a subscriber: MadDogX.May 7 2016, 2:53 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.