ruff 102 Posted May 20, 2005 is there a command for setcaptive command using thislist countside command? here's what im doing: after killing a number if east soldiers i the whole east to be setcaptive true and making them have surrender animations (i know how to do the animations part) i just dont know the command for the setcaptive true command for the whole east side help will be greatly appreciated Share this post Link to post Share on other sites
Chris Death 0 Posted May 20, 2005 You need a trigger - size: covering all of your east units Activation: east present/once Triggername: some_name_of_your_choice Condition: this Now this is your reference list. Then you can use the following line, wherever you want to decide that east surrenders; "_x setcaptive TRUE" foreach list some_name_of_your_choice ~S~ CD Share this post Link to post Share on other sites
ruff 102 Posted May 26, 2005 now how do i cancel the switch move after ive killed the unit? Share this post Link to post Share on other sites
General Barron 0 Posted May 26, 2005 Give each of the guys a 'killed' eventhandler at the same time you make them surrender. When the EH fires, play the right death animation: guy addeventhandler ["killed", {(_this select 0) switchmove "animname"}] Of course, you would just replace "guy" with "_x" to use that in the "foreach" command, like in the previous setcaptive example. Share this post Link to post Share on other sites
ruff 102 Posted May 29, 2005 having trouble on actually writing the event hadler for the whole eastside this is the one i wrote "_x addeventhandler" ["killed", {(_this select 0) switchmove "animname"}] foreach list listname; doesnt work anyone help how to write this properly? Share this post Link to post Share on other sites
General Barron 0 Posted May 29, 2005 Should be: {_x addeventhandler ["killed", {(_this select 0) switchmove "animname"}]} foreach list listname; Also, make sure that the trigger's name is "listname". Share this post Link to post Share on other sites
ruff 102 Posted June 1, 2005 how do i actually turn off the switchmove is it possible since when i use the swithmove command again to normal the soldiers dont shoot or reengage you is there a way to switch move the whole eastside Share this post Link to post Share on other sites
EvEnLeaSe44 0 Posted June 3, 2005 hey dude, just wait for FFur pack 5.0, they have somthing that makes the AI surrender after a heavy battle... Loook here and scroll down to look at the pictures. Share this post Link to post Share on other sites
General Barron 0 Posted June 3, 2005 how do i actually turn off the switchmove I already sent this to ruff via PM, but I'll post it here just for completeness: You don't really turn the switchmove command "off" or "on". All it does is move a unit into a new animation. So to "turn off" one anim, just "turn on" a different one, like the standing combat animation "combat". Quote[/b] ]hey dude, just wait for FFur pack 5.0, they havesomthing that makes the AI surrender after a heavy battle... Well, I would assume that ruff wants to be sure the AI surrenders in his mission. There is no way to ensure someone is using the FFur mod when they play, to my knowledge. However, my AI surrender script is also always a possibility. Share this post Link to post Share on other sites
pipyn1970 19 Posted June 30, 2014 Could someone please help me with this: I want ALL EAST units to be setcaptive true at the start & then i want them ALL setcaptive false once triggered. Is it possible to have just 2 triggers & if so what codes do i need? Many thanks Share this post Link to post Share on other sites
guziczek101 11 Posted June 30, 2014 Well u are true archeologist :bounce3: "_x setcaptive TRUE" foreach list Share this post Link to post Share on other sites
pipyn1970 19 Posted June 30, 2014 Well u are true archeologist :bounce3:"_x setcaptive TRUE" foreach list Thanks bud. I'm gonna appear real thick now & cheeky. Is this what I do? Make trigger to cover all East troops. On the 'on act' put the above code. Then to turn them back: same again but change true to false, & on the activation bit say blufor present. Or could one trigger perform both tasks? Thanks for your help. Lol, was gonna start a new thread but thought I might get told to search old threads, then I found this í ½í¸Š:) Share this post Link to post Share on other sites