Jump to content
Sign in to follow this  

Recommended Posts

Do you know how i make a mission that if BLUFOR soldier crrossed the trigger-zone i made, OPFOR soldiers will kill the hostages?

Share this post


Link to post
Share on other sites

maybe try haveing a bluefor present trigger covering the area and in the onact field put this:

hostageUnitname addRating -200000;

it should make the hostage enemy to all units, thus nearby opfor will kill him.

edit: lol Buliwyf. :p

Share this post


Link to post
Share on other sites

Sorry... ;) ...@topic:

You will find a lot of solutions to solve your question. Demonized`s answer could be the easiest way. But you could also use commands like doFire...

:yin-yang:

Share this post


Link to post
Share on other sites

What side are the hostages? If their civilian and the hostage takers east then:

civilian setFriend [East, 0];

East setFriend [civilian, 0];

After the hostage is dead you should change this back to 1. If you have any civilian structures around placed by the map editor then there's a chance the AI might fire at those structures or units.

Otherwise try dotarget and then dofire.

Share this post


Link to post
Share on other sites

but i want that enemy soldier will kill civilian\unarmed blufor soldier if the player unit is decteted by the rnrmy like Hostage in Arma:CWA Resistance Campaign

Share this post


Link to post
Share on other sites

Then create a sensor around the bad guy.. e.g. 200m radius, activated by BLUFOR (you) and DETECTED BY OPFOR. In condition line: this. In on activation: hostageUnitname addRating -200000;

;)

Share this post


Link to post
Share on other sites

I would advise against using addRating, especially if there are any other BLUFOR units around.

I'm not sure if it still works the same in ArmA 2, but a simple doTarget + doFire used to work well in OFP/ArmA:

badguy doTarget hostage; badguy doFire hostage

Share this post


Link to post
Share on other sites
I would advise against using addRating, especially if there are any other BLUFOR units around.

I'm not sure if it still works the same in ArmA 2, but a simple doTarget + doFire used to work well in OFP/ArmA:

badguy doTarget hostage; badguy doFire hostage

Most of the dotarget,dowatch,dofire,fire and useweapon commands feel broken and at best confusing.

Some work for vehicles only other against only valid targets.

badguy doTarget hostage; badguy doFire hostage will not work against a CIV but will against an empty vehicle. useweapon has the unit place his weapon on the ground every time.

If you don't want to us -ratings the just group the Civ to a Blufor with probability of presence 0 and higher rank and then place this in the Civs init civname setcaptive true

Later when you want Ofpor to kill the CIV just set civname setcaptive false

Please BIS sort the firing system out once and for all.

Share this post


Link to post
Share on other sites

And/or provide vanilla "invisible targets" of various sorts (IR, armor, soft etc), subjectable to addRatings and eventhandlers.

Share this post


Link to post
Share on other sites

I think, but don't quote me on this, is that the enemy units will not fire on civs unless you set them being an enemy of independant/resitance side (which you can do in the editor). I am not a 100% sure on this but have a play around with that and then use the dotarget, dofire command.

Share this post


Link to post
Share on other sites

East setFriend [civilian, 0];

Not recommended because a faction being hostile towards 'civilian' will also attack some buildings.

Share this post


Link to post
Share on other sites
I think, but don't quote me on this, is that the enemy units will not fire on civs unless you set them being an enemy of independant/resitance side (which you can do in the editor). I am not a 100% sure on this but have a play around with that and then use the dotarget, dofire command.

That's the annoying thing, they will fire on vehicles and not Civs but they will fire and kill CIV's in a car if not directly but by being in the target vehicle.

Share this post


Link to post
Share on other sites
Not recommended because a faction being hostile towards 'civilian' will also attack some buildings.

Yep that's correct.

In the editor it allows you to change the friend/enemy status for resistance.

I've noticed that if you make resistance hostile towards either opfor or Blufor then the civilians will react to the independant side as an enemy (Ie: they get scared when you go near them by going prone etc). I don't know if this helps when using dotarget and dofire command on civs but I thought it did when I was making the hunted mission.

Alternatively you can put setcaptive true on the hostage, then close the game and go into your mission SQM file and find the unit you placed and make his group and unit side west. That used to work in ARMA but nor sure about ARMA2.

BEWARE though if you click on the hostage in the editor after doing this then the unit will turn into a rifleman. So do whatever you have to the hostages and place them exactly where you want before editing the Mission sqm.

Share this post


Link to post
Share on other sites

badguy doTarget hostage; badguy doFire hostage will not work against a CIV but will against an empty vehicle.

Well I just tested it and it worked perfectly fine. Badguy executed hostage with full auto mag-dump...

Tested with Independent badguy, maybe OPFOR doesn't work as well.

Share this post


Link to post
Share on other sites

Is you hostage a CIV because unless I make mine hostile in some way or place him in a vehiclehe badguy just points his riffle at him. If I swap CIV for an animal it works.

I tried OPFOR/BLUFOR and Independent and found no difference.

Also using the same command against an animal in ARMA2 results in no fire, it only works in OA.

Edited by F2k Sel

Share this post


Link to post
Share on other sites
Is you hostage a CIV because unless I make mine hostile in some way or place him in a vehiclehe badguy just points his riffle at him. If I swap CIV for an animal it works.

I tried OPFOR/BLUFOR and Independent and found no difference.

Also using the same command against an animal in ARMA2 results in no fire, it only works in OA.

Yep. Tested with civy hostage and badguys from all sides (except civ). This is ArmA 2 CO with latest beta.

Kills em every time.

Edit: There's one peculiarity though. If badguy cannot see hostage before you issue the command, they will still turn & aim at him, but won't fire. Going to try revealing hostage to badguy in this case.

Edit 2: Yep, revealing hostage to badguy first fixes that.

So for a more reliable approach:

badguy reveal hostage; badguy doTarget hostage; badguy doFire hostage

Edited by Big Dawg KS

Share this post


Link to post
Share on other sites

Cheers Big Dawg KS that explains why we get so much confusion and why it worked one week and not the next, you don't really need the dotarget though as dofire does it for you..

It also explains why when scripting I use do watch then a delay before the dofire command, it's giving the unit time to see it.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×