---
name: "setCaptive"
type: command
status: ok
groups: ["Object Manipulation", "Sides"]
arma3_since: "0.50"
locality: {"argument": "local", "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/setCaptive
revid: 338620
updated: 2023-03-24T10:44:44Z
---

# setCaptive

*Command · Object Manipulation, Sides · Arma 3 v0.50 · introduced in Operation Flashpoint v1.00*

Locality: arguments **local** · effect **global**

## Description

Mark a unit as captive. If unit is a vehicle, commander is marked. A captive unit:
- is seen as belonging to the [civilian](../commands/civilian.md) [Side](../topics/Side.md)
- will not be fired upon
- will still shoot at its real side's enemies
- will make its killer earn/lose [score](../commands/score.md)/[rating](../commands/rating.md) as usual
- will not get its weapons removed (see [removeAllWeapons](../commands/removeAllWeapons.md))
- will not trigger "detected by" conditions for its original [Side](../topics/Side.md).

> [!NOTE]
> The number used as status can be retrieved by [captiveNum](../commands/captiveNum.md) to keep track of the captivity status at a finer resolution (e.g. handcuffed, grouped, etc).

## Syntax

### Syntax 1

```sqf
unitName setCaptive status
```

**Parameters:**

- `unitName`: [Object](../topics/Object.md)
- `status`: [Boolean](../topics/Boolean.md) - [true](../commands/true.md) means [captive](../commands/captive.md)

**Returns:** [Nothing](../topics/Nothing.md)

### Syntax 2

*since arma2 1.00*

```sqf
unitName setCaptive statusNumber
```

**Parameters:**

- `unitName`: [Object](../topics/Object.md)
- `statusNumber`:  [Number](../topics/Number.md) - zero means non-captive, a non-zero value means [captive](../commands/captive.md); see [captiveNum](../commands/captiveNum.md)

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
_soldier1 setCaptive true;
side _soldier1;            // returns civilian
side group _soldier1;    // returns e.g blufor
```

### Example 2

```sqf
_soldier1 setCaptive 1;
captive _soldier1;        // returns true

_soldier1 setCaptive 42;
captive _soldier1;        // returns true

_soldier1 setCaptive 0;
captive _soldier1;        // returns false
```

## See also

[captive](../commands/captive.md) · [captiveNum](../commands/captiveNum.md)

## Community notes

**Talkingtoaj** — 2011-01-01

If you change a unit from captive to no longer captive (for example, to "reveal" an undercover unit), enemy units that already have prior knowledge of the unit as a captive will only partially engage, making it very easy for the undercover unit. This seems to be a bug.

However other enemy unit the unit later encounters will engage freely with full force.

---

**Lou Montana** — 2017-11-19

**Talkingtoaj**'s note does not apply to Arma 3 anymore (earlier than 1.76)

A captive unit will immediately be shot (after a normal "human" reaction time from the AI)

---

**DreadedEntity** — 2022-04-26

In **A3 2.08.149102**, entering an empty vehicle with the same [side](../commands/side.md) as the player as defined in `configFile >> "CfgVehicles" >> _vehicleClassname >> "side"` will briefly switch the side of the vehicle to the side of the player soldier (specifically, while the get in animation is playing), even if captive. Once exiting the vehicle, it will retain that side until the player enters a new vehicle or, seemingly arbitrarily, moves more than 100 meters away from the vehicle `player distance _vehicle > 100`. If the player gets within 100 meters of the vehicle without entering a new vehicle, it will again switch to the players side. This is probably a bug, in my opinion

<sub>Source: [BI Community Wiki — setCaptive](https://community.bistudio.com/wiki/setCaptive) (revision 338620).</sub>
