meade95 0 Posted October 10, 2010 How do I go about making an enemy "surrender" to me, once within a certain amount of feet? I would like to run an Op where taking someone alive would be prefered? Thanks - Also, it seems AI Helicopters have a habit of flying to low at the start from take off and crashing......what is the script again, if say I want to use way Points for my helicopter to transport my team..... But is there a way to simply make the Helicopter rise to 600/700 feet upon take off before it starts moving in any direction. Share this post Link to post Share on other sites
kyfohatl 10 Posted October 10, 2010 About your surrendering problem: I think if you have some sort of scrip that does this: <Name of unit> setCaptive true will remove hostilities (i.e. he wont attack you or be attacked by your allies). Then I guess you could use: <Name of unit> removeAllWeapons To remove the unit's weapons, making him like a prisoner that has surrendered. If you want him to follow you, maybe have some dialog, and the at the end of the dialog, activate the following script: private ["_prisoner", "_posPlayer"]; _prisoner = _this select 0; _posPlayer = position player; // Loop While {true} do { // Getting prisoner to move to player _prisoner move _posPlayer; // Gets the prisoner to get to player every 2 seconds sleep 2; }; Though I'm not sure if there is some sort of a "surrender" animation where the prisoner hands over his weapons and etc. (there's probably a hands up animation). Hope this helps. If you were looking for a "surrendering" animation, then I can't help you with it becuase I'm not too good on animations personally. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 10, 2010 About your surrendering problem: I think if you have some sort of scrip that does this:will remove hostilities (i.e. he wont attack you or be attacked by your allies). Then I guess you could use: To remove the unit's weapons, making him like a prisoner that has surrendered. If you want him to follow you, maybe have some dialog, and the at the end of the dialog, activate the following script: private ["_prisoner", "_posPlayer"]; _prisoner = _this select 0; _posPlayer = position player; // Loop While {true} do { // Getting prisoner to move to player _prisoner move _posPlayer; // Gets the prisoner to get to player every 2 seconds sleep 2; }; Though I'm not sure if there is some sort of a "surrender" animation where the prisoner hands over his weapons and etc. (there's probably a hands up animation). Hope this helps. If you were looking for a "surrendering" animation, then I can't help you with it becuase I'm not too good on animations personally. Lot's of errors here. To remove weapons from units, the correct code is : removeallweapons name_of_unit And the script won't work correctly because the position of the player isn't correcty updated (cause it must be updated inside the while loop) : While {true} do { _prisoner domove getpos Player; sleep 2; }; is better. Share this post Link to post Share on other sites
kyfohatl 10 Posted October 11, 2010 (edited) :o... Should've double checked them before posting. Thanks for the corrections. Get also my Napoleonic Wars Mod for OFP Any chance you'd be planing to make something simillar for ARMA 2? I think it'd be pretty cool. Edited October 11, 2010 by kyfohatl Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 11, 2010 :o... Should've double checked them before posting. Thanks for the corrections.Any chance you'd be planing to make something simillar for ARMA 2? I think it'd be pretty cool. Nope, but i'm very pleased that a very talented guy is working on a napoleonic mod for ArmA2 called Sharpe's rifles. Look here. For my part i'm having a lot of pleasure modding a Roman / barbarian mod in OFP, so i'll stick to it for now. Share this post Link to post Share on other sites
kyfohatl 10 Posted October 11, 2010 Nope, but i'm very pleased that a very talented guy is working on a napoleonic mod for ArmA2 called Sharpe's rifles. Look here.For my part i'm having a lot of pleasure modding a Roman / barbarian mod in OFP, so i'll stick to it for now. Those are some good looking models... the mod looks awsomn. All I can say is that it will feel and probably play very differently to vanila ARMA2 which is nice. modding a Roman / barbarian mod in OFP, so i'll stick to it for now. Modding a modern combat based engine to run Roman era combat? I'd imagine it'd be pretty diffcult... does the game even have melee damage (I haven't got OPF, but there are no knives in ARMA2). Anyway good luck with it. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 11, 2010 Modding a modern combat based engine to run Roman era combat? I'd imagine it'd be pretty diffcult... does the game even have melee damage (I haven't got OPF, but there are no knives in ARMA2). Anyway good luck with it. OFP has a melee dammage system included, working well. Sadly it was removed in ArmA, which was not the best choice made by BI i'm afraid :rolleyes: Sorry for the OFF TOPIC. Share this post Link to post Share on other sites