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NorthStar

Using setCaptive with players

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I've been working on a mission where the players start as POWs in a detention camp (all have setCaptive true in their init lines). When the players attempt to escape, I run a trigger that calls setCaptive false for all of them. The problem is that the enemy AI doesn't seem to fully recognize that the players are now marked hostile. Only certain enemies will shoot at them, with no apparent rhyme or reason as to which ones. With some enemies I can stand right in front of them and chat them up as if I'm still considered a captive. When the POWs are AI controlled this issue doesn't seem to happen; the enemy AI recognizes them as hostile. Is this a bug, or do I need to do something differently?

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hmm try making the players switch sides instead of using setcaptive... maybe that works better. (even though its basically the same thing)

Just create a civilian group where you put them in at the start of the mission and then when they escape let em join an west/east group.

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