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boris5134

Independents friendly to... change?

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I've been looking around for days now - haven't found a sniff or whiff - but is there a way to change the "friendliness" of Independent units via a trigger?

Sort of looking to have an undercover team that things go south with - don't really want to use "set captive" because the mission is split team with both BlueFor (who I want to remain hostile to OpFor) and Independent (PMC and Guerrilla's) initially friendly to OpFor and Bluefor, then strictly to BlueFor. I'm clueless - anyone got any suggestions or help? Thanks in advanced.

(Modified Norrin's Revive slightly to get multi-faction mobile respawn working - as well as individual squad spawns similar to that of PR for BF2 - works AWESOME!!! :D)

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Maybe setfriend can help you.

EDIT: I just read there that "Changing value during mission can cause unexpected errors in AI behavior" .... so it may not work as expected.

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Hmmm..... interesting. Thank you - couldn't figure it out. Thank you very much. :D

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You can join your whole group to a unit which is enemy to the the RESISTANCE side. When you kill this unit afterwards it won't shout "x return to formation" etc.

This is almost the only way to do it, and it will only work if your mission setup is not too complex, e. g. if you want your RESISTANCE units to be friendly to WEST in the beginning and then have them be enemy to everyone - I think this will not be possible.

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Well - its two groups I'd have to do that with then - and that's not really something I'm willing to change to for a few reasons - this team needs to have a player in control of the squad so that it can control an AI unit to be attached to and then removed from the group a few times. The PMC is there as a PMC unit contracted for escorting a Diplomats in sorts - and there are a few mission objectives which will require that he sort of be in limbo - so I can't keep units like this under an OpFor AI team leader. I MIGHT be able to do this with the second group though - which is Guerrilla and completely AI controlled. We'll see - making the entire team switch friendlyness would really be the easiest way - but if AI behavior is to be erratic I may have to work around this.

The Guerrilla team is guarding an informant out in the boonies - OpFor are not THAT far off but they're not in visual range of the location. (Maybe 300 - 400m, mostly out of sight due to night time operations and the fact that they're blocked from view by buildings and tree's - think this would be an issue? I might script an ambush - I'll have to play it out and see how it goes or sort of wing it. Thanks for the help though guys.

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