kovvalsky 13 Posted March 29, 2014 Hi all!, I'm doing a DM mission in which players respawn into the air with a parachute. To avoid Friendly fire, i set the rating of every unit to -3000 to make renegades but then they can't use "Open Parachute" action. Any Suggestion to fix that? Maybe with a Custom player action? but I will have the same problem if i try to use UAVs on my mission. Maybe there is another way to avoid friendly fire? :j: Thank you! and sorry for my poor english Cheers! Share this post Link to post Share on other sites
kovvalsky 13 Posted March 29, 2014 I'm frustrated, why DM mode has activated Friendly Fire? I've tried with: if (isServer) then {WEST setFriend [WEST, 0];}; and addRating too: While {True} Do { _i = 0; While {_i < Count AllUnits} Do { If (Rating (AllUnits Select _i) > -6000) Then { (AllUnits Select _i) Addrating ((- Rating (AllUnits Select _i)) - 3000); }; _i = _i + 1; Sleep 0.1; }; }; both ways works, all units become enemys. but still happening. I can not use the parachute or UAV. I no longer know what can i do.. Share this post Link to post Share on other sites
champ-1 40 Posted April 2, 2014 You can addAction with this code: player action ["OpenParachute", player]; ---------- Post added at 11:13 ---------- Previous post was at 11:01 ---------- I have a question related to this too. How to detect when unit uses some sort of action? For example activate some code when he's ejecting from vehicle. Share this post Link to post Share on other sites
cobra4v320 27 Posted April 2, 2014 (edited) I placed a paratrooper with init line this addrating -3000 and the open parachute action is not there. Seems like a bug to me. I went into the debug console and put in player action ["openparachute"] and it worked fine. Adding the action yourself seems like the only workaround. ---------- Post added at 11:13 ---------- Previous post was at 11:01 ---------- I have a question related to this too. How to detect when unit uses some sort of action? For example activate some code when he's ejecting from vehicle. if ([url="https://community.bistudio.com/wiki/animationState"]animationState[/url] player == "youranimationhere") then {your code here}; Edited April 2, 2014 by cobra4v320 Share this post Link to post Share on other sites
HerrVorragend 10 Posted October 7, 2014 Hello, i have a simillar question. (I pretty new to the arma scripting.) I want to create enemy groups which attack all sides (opfor, blufor, and independent) but not eachother! I'm creating units like this, but i can only create them 4 blufor, obfor, etc... _group = createGroup <help me!! which side??>; _unit = _group createUnit ["I_officer_F", _pos, [], 3, "NONE"]; How can i set the units as enemys for all sides without shooting eachother? Thanks! Share this post Link to post Share on other sites
kovvalsky 13 Posted October 7, 2014 (edited) yes, i need to know too.. my mission is a DM, with recruit option.. in my init.sqf i put this line to avoid Friendly fire: WEST setFriend [WEST,0]; and on player Init and player Respawn to make renegades (ENEMY): player addRating -10000; in my tests can't do it.. _Soldier = (group player) createUnit ["B_Soldier_F", player modelToWorld [0,4,0],[],0,"FORM"]; _Soldier addRating (rating player); _Soldier joinAsSilent [(group player),2] _Soldier disableAI "AUTOTARGET"; i think the path to do that is with FSM.. Edited October 7, 2014 by KoVValsky Share this post Link to post Share on other sites
HerrVorragend 10 Posted October 7, 2014 I tried that before, but the Units will attack eachother... in my tests can't do it.. _Soldier = (group player) createUnit ["B_Soldier_F", player modelToWorld [0,4,0],[],0,"FORM"]; _Soldier addRating (rating player); _Soldier joinAsSilent [(group player),2] i think the path to do that is with FSM.. isn't the line _Soldier joinAsSilent [(group player),2] useless? Because you created that unit with the group: _Soldier = (group player) createUnit ["B_Soldier_F", player modelToWorld [0,4,0],[],0,"FORM"]; Share this post Link to post Share on other sites
kovvalsky 13 Posted October 7, 2014 yes, the only solution is _Soldier disableAI "AUTOTARGET"; and you specify the target with the radio ---------- Post added at 07:16 ---------- Previous post was at 07:11 ---------- but in your case you can use Civilians: Civilian setFriend [WEST,0]; WEST setFriend [Civilian ,0]; Civilian setFriend [EAST,0]; EAST setFriend [Civilian ,0]; ... use addWeapon to the Civs, or addUniform, etc... Share this post Link to post Share on other sites
HerrVorragend 10 Posted October 7, 2014 (edited) Hi thanks for the reply, but i cant use it, because west AI will attack civilian buildings... thats not very nice :-) I would like to have spawnable AI's like the ones in SA-Matras-Wasteland. Edited October 7, 2014 by HerrVorragend Share this post Link to post Share on other sites
HerrVorragend 10 Posted October 7, 2014 Noone can help here??? Share this post Link to post Share on other sites
benargee 20 Posted October 7, 2014 Isnt wasteland op vs blu vs ind only? Also check out https://community.bistudio.com/wiki/doFire. you can even command a blu to kill a blu with this Share this post Link to post Share on other sites
HerrVorragend 10 Posted October 8, 2014 Isnt wasteland op vs blu vs ind only? Yes. Why? Whats the point? Also check out https://community.bistudio.com/wiki/doFire. you can even command a blu to kill a blu with this But then, i have to check for the nearest player, set to doFire... Sounds like a dirty workaround. Share this post Link to post Share on other sites
HerrVorragend 10 Posted October 8, 2014 Is this so hard to program??? Share this post Link to post Share on other sites
benargee 20 Posted October 11, 2014 im asking because what is the purpose of renegades when there are sides already, its not a free for all game. are they a independent hostile faction to everybody? Share this post Link to post Share on other sites