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you can do something like _this setCaptive true in a unit's init to have the script ignore them if you are making a mission if that's what you mean.
but for the whole side would require some logic rework. i've updated the script to support such a situation, but keep in mind that this can sometimes be inconsistent if you have someone on the player's side that's a teamkiller or somehow gets a negative rating.
also to directly answer your question, you would have to modify the Antistasi mission in the editor to include this script object then export the mission as a customized Antistasi mission for your use. without re-writing it, it will not work if executed using a module to a mission that is already running.
the game logic object must be initialized on mission start, so it can't be added during a mission without refactoring. however, yes it's perfectly compatible with the Zeus game mode if you're building the mission in the editor. be aware that you might have unusual situations if you forget to set a unit to "captive" (like surrender of an AI that is doing an animation of sitting will break that animation cycle and probably embed the AI in an object or something weird).
for any such AI, i recommend executing "this setcaptive true;" from the server or wherever it is local. Zeus enhanced can do this with a module iirc.
if you do not have any special AI like that, it will work with any normal AI spawned. i originally wrote this script for my own Zeus missions where players can surrender enemy AI or civilians, et c; but any special AI that i wanted to be ignored by the script (animated AI, cutscenes, hardcore spec ops guys, et c) would be captives in their init.
Hi! Quick question (I don't understand moding and scripting of Arma that much and am not much wiser from forums), is it possible to use this in Zeus (not Eden)? I would love to implement surrender system like this to our Antistasi LAN. Thx in advance for any answer.
i think the animation you want is "Acts_AidlPsitMstpSsurWnonDnon04".
Just having a hard time finding the animation that sit the unit on the floor with her hands behind their back. I have the one that the unit is standing up with the weapons on their back with their hands behind their head working okay but I would like to find the other one. Do you happen to know that code for that animation. avibird
probably, however it's written with CBA and ACE explicitly in mind for animations and functions and would require a re-write to separate it from ACE easily.