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williampett

Adding Init's to Ambient Civilians

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Hi, I have been searching for how to add initialisaiton field for Ambient Civilians, but I havent's been able to find anything apart from what I read on the wiki (http://community.bistudio.com/wiki/Ambient_Civilians)

I have tried to add an init by using the examples given, It wont work.

I have copied and pasted this into my Ambient Civilian Module's Init:

[bIS_alice_mainscope,"ALICE_civilianinit",[{_this addweapon "Mk_48"}]] call bis_fnc_variablespaceadd;

and that wont't work.

My trouble is, is that I do not understant the script it gives. Such as

BIS_alice_mainscope

What I need, is if someone could explain the scripting in this to me, or send me a link to help me understand this.

Any help would be much appreciated. Thank You.

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Beyond even getting guns in their hands, arming civilians comes with a lot of issues. You're really better off using Insurgents or Militia units as "plain clothed bad guys" instead of actual Civilian units, especially not ALICE spawned ones.

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Ok, but if I wanted to add an Init to Ambient Civilians such as "this allowDamage false" or something, do you know how I can do that?

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What about Wolle's armed civilians? (I've never used them but that's the extent of my assistance in this thread :p ) No they would not work for ALICE spawning but you'd get plainclothes with guns..lol

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I think like this?

[bis_alice_mainscope,"ALICE_civilianinit",[{_this allowDamage false}]] call bis_fnc_variablespaceadd;

Not sure though. :)

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Im not actually after Civilians with weapons, that was just meant as an example.

Unfortunately, I cannot get Kylania's code to work for the civilians :(.

I think this code is a bit too advanced for me at the moment, so I think I might do some more research before I try using it :)

Thanks for the Help

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I had the exact same issue that i was not able to add init commands to the ambient civilian module. The problem i noticed is that using the example code does not work because it gets executed before the function bis_fnc_variablespaceadd is loaded and ready to be used. That is what i encountered it might be a different issue though.

Try using this code instead in the ambient civilian module init line.

this setVariable ["ALICE_civilianinit",[{_this addweapon "Mk_48"}]];

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