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tracking_enemies_arrested_achievement:
enabled: true
event: agent_arrested
conditions:
- [not_tag, agent, squad]
- [not_faction, agent, civilian]
- [not_tag, entity, arrested]
actions:
- [tag_set, entity, arrested, null]
- [var_modify, tracking_mission_agents_arrested, 1]
Right
tracking_enemies_arrested_achievement:
enabled: true
event: agent_arrested
conditions:
- [not_tag, agent, squad]
- [not_faction, agent, civilian]
- [not_tag, agent, arrested]
actions:
- [tag_set, agent, arrested, null]
- [var_modify, tracking_mission_agents_arrested, 1]
According to information from one player.
It is clear that the developers tried to implement a system in which it would be impossible to arrest the same enemy multiple times, but at the same time they got confused in the description of objects, so it turned out that each agent is allocated one correct arrest, after which the arrests made by him cease to be taken into account.