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Arma 3 Version:1.56.134627 (stable) CBA Version:2.3.1 (stable) ACE3 Version:3.5.0 (stable)
Mods:
@CBA_A3
@ace
Description:
setHandcuffed module, checkbox, and init code ([this,true] call ace_captives_fnc_setHandcuffed) do not set a unit to be handcuffed in multiplayer. Dropping "Toggle Captive" module on units via Zeus does not cause them to become handcuffed. Executing ace_captive_fnc_setHandcuffed on a unit via console, even globally, does not cause the unit to become handcuffed. Unit also cannot be arrested with a cable tie, though the option does show up and one is removed (_unit getVariable ["ace_captives_isHandcuffed",false] returns false).
A unit spawned via Zeus can be handcuffed via script or Zeus module.
Not an expert, but if it helps someone with the tool set fix it, here's what I found:
My best guess is that the code block here is after a if (!hasInterface) exitWith {}; on line 31, therefore causing ace_captives_captivityEnabled to never be set to true on the server.
Arma 3 Version:
1.56.134627
(stable)CBA Version:
2.3.1
(stable)ACE3 Version:
3.5.0
(stable)Mods:
@CBA_A3
@ace
Description:
[this,true] call ace_captives_fnc_setHandcuffed
) do not set a unit to be handcuffed in multiplayer. Dropping "Toggle Captive" module on units via Zeus does not cause them to become handcuffed. Executingace_captive_fnc_setHandcuffed
on a unit via console, even globally, does not cause the unit to become handcuffed. Unit also cannot be arrested with a cable tie, though the option does show up and one is removed (_unit getVariable ["ace_captives_isHandcuffed",false]
returnsfalse
).Steps to reproduce:
Where did the issue occur?
Placed Modules:
RPT log file:
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