Aelin 10 Posted October 23, 2009 I would like to create several missions based on "hostage rescue" concept,so I need to put in the map several civilians as hostages.I know there is the "captive" init but how to activate the option to free them(with mouse wheel)?also how to have a total control of their behaviour(posture,reaction to the dynamic situation,ecc.)? Share this post Link to post Share on other sites
stephen271276 10 Posted October 23, 2009 Have them as "setcaptive true" with maybe the testsurrender anim. Then using a trigger have them join your group using ......[powunit] join player........(replace the name "powunit" with the name you give the unit. Thats how I do it most times anyway there are a few other ways but I find that the most simple way. You could add to the trigger a hint whitch will tell you on screen that youve freed them by using ......hint "POW's freed"....... Share this post Link to post Share on other sites
AndresCL 10 Posted October 23, 2009 write this setCaptive true in the init field Share this post Link to post Share on other sites
Potatomasher 0 Posted February 18, 2010 I have searched for an answer for this but couldn't find it. If i use switchMove "ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Cooper" to a unit activated by trigger it works ok, but how can i make it permanent animation until rescued. Captives stays in animation for a period of time, but after a while they stand up and return to normal position. Share this post Link to post Share on other sites
W0lle 1052 Posted February 18, 2010 unitname disableAI "ANIM" Eventually you may disable their move ability as well using unitname disableAI "MOVE". The whole thing you revert by using: unitname setCaptive false; unitname enableAI "ANIM"; unitname enableAI "MOVE" unitname of course is the name of the unit in question. Share this post Link to post Share on other sites
Potatomasher 0 Posted February 18, 2010 unitname disableAI "ANIM"Eventually you may disable their move ability as well using unitname disableAI "MOVE". The whole thing you revert by using: unitname setCaptive false; unitname enableAI "ANIM"; unitname enableAI "MOVE" unitname of course is the name of the unit in question. Ah. ok. Thanks a lot. Share this post Link to post Share on other sites