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Author Topic: How to deactivate Captive mode?  (Read 619 times)

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Joe_Nietzsche

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How to deactivate Captive mode?
« on: 27 Mar 2003, 07:36:46 »
ok, very straight forward question here,... no problem activating captive mode,... but turning it off has me baffled. I tried with 'vehicle' trigger to deactivate (false), but no luck.

 I am fairly new to editing, so chances are its something embarassingly obvious. Anyway, thanks inadvance.

Offline Artak

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Re:How to deactivate Captive mode?
« Reply #1 on: 27 Mar 2003, 08:31:09 »
as you put on captive mode you use
unitname setcaptive true
right?

so if we try to think logically turning of the captive mode would be
unitname setcaptive false
right?

 :thumbsup:
Not all is lost.

Joe_Nietzsche

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Re:How to deactivate Captive mode?
« Reply #2 on: 27 Mar 2003, 18:44:09 »
oddly, using;  

unitname setcaptive true

did not work for me initially, so I depbo'd the main campagn, and checked out how the company did it. They used...

this setcaptive true

rather than the unit name,...so by extention, I then tried to use 'this' among other means for deactivation thinking the docs were wrong. As it turned out, for the trigger to deactivate, yes infact the unit name did work, as I found out shortly after my post. Actually visited now to mod my post to "problem solved" :P

But thanks for the info, help is always appreciated :)

J
« Last Edit: 27 Mar 2003, 18:45:50 by Joe_Nietzsche »

Offline Artak

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Re:How to deactivate Captive mode?
« Reply #3 on: 27 Mar 2003, 18:49:58 »
when using the initialization field of a unit  'this' will do. In all other cases (if you use a trigger, waypoint, script) you must use the 'unitname' with your command.
The initialization field detects the statement 'this' and refers it to the unit in which init field it is, as for scripts or triggers, they do not.
Not all is lost.