RaiseoHitsu 1 Posted August 12, 2012 So here's the problem, I'm making a stealth mission and the team is composed by 2 indipendents, enemy of the opfor, and 1 civilian which acts as a "disguised scout" for the team. So, when I put the civilian in the indipendent team, obviously, the civ get shot, so I've put on his inizialization "c1 setcaptive true;" this way the civilian (c1) doesn't get shot and everything goes smooth and well... until the civ gets a weapon. The civ can shoot everyone without the opfor even considering for a second that he might be an enemy or just an idiot that should die, any ideas of how to make this work? The civ should not go near some places, that's when the trigger "c1 setcaptive false;" activates and the guy is shot to death, but what if he takes a weapon? What if he shoots? Is there a way for the opfor to treat him as an enemy if he shoots someone, or better, just take a gun? If not, is there a way to keep the civ from getting weapons from dead soldiers? Share this post Link to post Share on other sites
5133p39 16 Posted August 12, 2012 (edited) deleted Edited August 12, 2012 by 5133p39 Share this post Link to post Share on other sites
RaiseoHitsu 1 Posted August 12, 2012 Could you be more specific? Share this post Link to post Share on other sites
RaiseoHitsu 1 Posted August 13, 2012 bump, I need help with this please? Share this post Link to post Share on other sites
best2nd 10 Posted August 13, 2012 Put a trigger that fires if his primaryWeapon is no longer null. Share this post Link to post Share on other sites
RaiseoHitsu 1 Posted August 13, 2012 Thank you! I will search how to do that immediately EDIT: Oh and in the mean time, feel free to explain it anyway lol Share this post Link to post Share on other sites
nikiller 18 Posted August 13, 2012 hi, Try with addEventHandler fired and removeEventHandler You should have something like this: Spy civilian init field this setCaptive true; this addEventHandler ["fired","_this exec {fired.sqs}"] fired.sqs _u=_this select 0 _u removeEventHandler ["fired",0] _u setCaptive false exit Nobody will fire on the civilian but as soon as he will fire, enemies will open up on him. Not tested but it should work. cya. Nikiller. Share this post Link to post Share on other sites
joske 10 Posted August 20, 2012 You can also just use this: http://www.ofpec.com/COMREF/index.php?action=details&id=163&game=All in a trigger, and then just use setcaptive false if it returns true. Share this post Link to post Share on other sites