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setcaptive true for whole east side

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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

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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

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thanks alot man

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now how do i cancel the switch move after ive killed the unit?

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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.

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thanks heaps man

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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?

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Should be:

{_x addeventhandler ["killed", {(_this select 0) switchmove "animname"}]} foreach list listname;

Also, make sure that the trigger's name is "listname".

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thanks alot general! wink_o.gif

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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

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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.

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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 have

somthing 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.

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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

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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 😊:)

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