View Full Version : Set captive true in 1.05 seems not to work
Dec 30 2009, 11:42
I'm testing some in the mission editor. Set captive true seems not to work in extreme combat situation. I mean by that lot's of units shooting at each other. Sometimes they die not withstanding I set them setcaptive true.
I'm not able to launch switch or playMove animation from waypoints activation field.
Could someone please be so kind and check this for confirmation.
Thanks for your help
Dec 30 2009, 17:06
setCaptive true is definitely still working, I'm using it in one of my missions. They're probably getting caught in the crossfire in that mission of yours. Has happened to me in the past in such situations.
playMove and switchMove are also both still working. Again, using them in one of my missions. However, I'm using triggers and scripts, not waypoints, to execute them.
Jan 3 2010, 03:02
Please make sure your playmove or switchmove commands are not executed at the very beginning of the mission, ie. init field.
You can make units immortal with:
unitname allowDamage false;
Jan 4 2010, 19:50
thanks for all the replies and sorry for my late response but I needed to do some further testing. Yeah, setCaptive command is working properly. Sorry my mistake. It was just unfortunate that they kept dying. I was working on an intro with an extreme intense firefight. Awful lot of shooting and sometimes they got caught and killed.
Hello my dear friend I hope you are doing alright. Yeah stupid me I forgot completely that code line. Should have known that
@<hidden> Zipper5 & camo1018
I'm using mostly switch and play move in scripts sometimes in triggers and if the situation requires sometimes in the activation field of waypoints.
I haven't got probs to get anims to work with scripts or triggers but I couldn't get it to work until now in waypoints. I used some play/switch moves in Armed Assault waypoint activation fields and it always worked. But I need to do some further testing on that waypoint issue.
Thanks for your replies though.
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