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Can't handcuff own side #2782

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BroderTuck opened this issue Oct 23, 2015 · 3 comments
Closed

Can't handcuff own side #2782

BroderTuck opened this issue Oct 23, 2015 · 3 comments
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@BroderTuck
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ACE3 Version: 3.3.2 stable

Mods:

Placed ACE3 Modules:

  • ace_captives_moduleSettings

Description:
I'm trying to handcuff a helicopter pilot. I've only tested this in the editor.
Can handcuff own side: Yes. Allow surrendering: Yes. Require surrendering: No.
I've tried linking the module to just the pilot, and both the player and the pilot.
I've tried putting "[this, false] call ACE_captives_fnc_setHandcuffed;" and "[this, true] call ACE_captives_fnc_setHandcuffed;" and neither in the pilots init field.

Steps to reproduce:

  1. Place one pilot and one player character from the same faction.
  2. Place the captives module and link it with either just the pilot or both characters.
  3. Put "[this, false] call ACE_captives_fnc_setHandcuffed;", or "[this, true] call ACE_captives_fnc_setHandcuffed;", or neither in the pilots init field.
    4.Put ACE cable-ties in the players inventory.
  4. Preview.
  5. If you put "[this, true] call ACE_captives_fnc_setHandcuffed;" in the pilots init field, release him.
  6. No option to put cable-ties on the pilot with ACE interaction.
@bux
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bux commented Oct 23, 2015

Hi, thanks for your report.

I was able to handcuff soldiers from my own side with the module settings you've provided. On a side note: you don't need to sync the module to the units.

If I don't add anything to the init line the behavior works as intended.

@bux
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bux commented Oct 23, 2015

This might be related: https://youtu.be/YotT3pn7Byo

@BroderTuck
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Yeah, that happened as well. And while it is possible to handcuff him without the init line, I needed him to be a captive from mission start. But now I've found out that surrendering does what I wanted better.

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