Varkrag 10 Posted March 20, 2013 Hi, I am looking for a trigger condition for any of the following actions (I can make any of them serve my purposes) (1) player as an independent wielding any weapon (my prefered option) (2) player as an independent firing any weapon (my secondary option) (3) player as an independent injuring any OPFOR (my last resort) My basic need is this: I want to start as a independent player, friendly to all. Then take offensive action against the OPFOR faction by obtaining weapons from a cache. Being "kill on sight[bluefor]" while carrying a weapon would serve me best, but I'll settle for not being "kill on sight[bluefor]" until I actually take offensive action. Thank you for any assistance. Share this post Link to post Share on other sites
f2k sel 164 Posted March 20, 2013 (edited) trigger repeating condition player hasWeapon primaryWeapon player and side player == resistance on act player addrating -6000 I'm not sure about and side player == resistance as I don't have any units to test it with, I know civilian works. also if you don't want to use negative ratting you will need to group the player to the opposite side on act red = createGroup OPFOR;[player] join red Edited March 20, 2013 by F2k Sel Share this post Link to post Share on other sites
Varkrag 10 Posted March 20, 2013 (edited) I'll try that out when I get home. I have a different "on act" in mind, it will trigger the modification to make me bluefor but your condition is hopefully what I was missing. I ask the following with no condecention: If you don't mind educating me, what is the "player and side player == resistance" for? Is there not a simpler script something like "player hasWeapon primaryWeapon true"? Thank you. Edited March 20, 2013 by Varkrag Share this post Link to post Share on other sites
f2k sel 164 Posted March 20, 2013 player hasWeapon primaryWeapon player will work I thought you only wanted it to trigger if the player was an independent that was what the other bit checked. primaryWeapon player returns the weapon the player is holding when he picks it up. so player hasWeapon primaryWeapon player will return true, you don't need to add true to the condition. Share this post Link to post Share on other sites
Varkrag 10 Posted March 20, 2013 player hasWeapon primaryWeapon player will work I thought you only wanted it to trigger if the player was an independent that was what the other bit checked. primaryWeapon player returns the weapon the player is holding when he picks it up. so player hasWeapon primaryWeapon player will return true, you don't need to add true to the condition. Thank you so very much! Share this post Link to post Share on other sites