What you really want, it seems, is that everyone should be unset as captive after the target is killed. If you aren't detected by the enemy, then not being a captive isn't dangerous so there isn't a problem.
Hmmm... not quite true in my case.
This is for my mission "One Shot One Kill"
The players (all in the same group) are "undercover" wearing enemy uniforms.
They can walk around quite safely before target is assassinated, target is an enemy general/politician.
However when target is killed (by someone in players group) the enemies should be more on their guard and suspect/attack any (now detected) unfamiliar faces in the "crime" area.
That's why I need a solution.
The point being, if you have planned and carried out the assassination perfectly, you should be able to "walk" away easily.
Any other solution will cause unrealistic effects/results like:
A group member who has been standing alone on the other side of the map all day doing nothing is all of a sudden setCaptive false - doesn't make sense, he hasn't been doing anything suspicious.
Same thing goes for an assassin who has perfectly infiltrated the assassination area and was never seen at all.
I might be picky, but that's my philosophy in mission editing... it has to make sense
Laggy