lkincheloe 12 Posted April 27, 2014 This is something I'm working on for my pub server mission Resistance, but it might be useful for your projects. Download Link: http://www.mediafire.com/download/ddt4rx615zjih93/civ_opinions.zip Civilian Opinion and Interation (COI) is a framework package designed to make interaction with civilians possible. How to install: This script is designed to work with units spawned during the mission (like with BangaBob's COS script, for instance). Simply drop in the civ_interact folder into your mission folder, and copy the information fron the provided init.sqf into your mission's init. Then, depending on how you are spawning your civs, you'll want to add this line after where the civ is spawned: 0 = [_unit] call lkco_fnc_addunit; Use: The script works by assigning a value to the civilian based loosely upon a global variable "Approval Rating", simulating a variance of opinions between individual civilians. This value in turn, dictates what kind of interactions are possible with the civilian. A few examples of possible interactions are included, mainly showing one method of lowering the approval rating through killing "good" civilians. Credits: I used Zuff's method of using bis_fnc_mp to make the example conversation script work in Multiplayer. Share this post Link to post Share on other sites
Guest Posted April 28, 2014 Release frontpaged on the Armaholic homepage. Civilian Opinion and Interaction ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
zorrobyte 30 Posted April 28, 2014 Always good to see Kinch's code, good job! Share this post Link to post Share on other sites
gfresco 21 Posted August 5, 2014 This is a great script, but im not sure of two things. 1) How would you call it from a units init line? 2) Since you mentioned COS, how do you use it with COS - In the COS file addScript_Unit.sqf what do you put in the _unit addAction []; space? Share this post Link to post Share on other sites
3lockad3 11 Posted August 7, 2014 I'll have to check this out later today. Share this post Link to post Share on other sites
granola muncher 10 Posted September 2, 2014 I too would like to know what Gfresco wanted to know about using it with COS. in comment #4. Thanks! Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted November 30, 2014 Bump for comment #4 question 2 even though I'm gonna figure it out. Share this post Link to post Share on other sites
dreadedentity 278 Posted November 30, 2014 Then, depending on how you are spawning your civs, you'll want to add this line after where the civ is spawned:0 = [_unit] call lkco_fnc_addunit; from the original post Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted November 30, 2014 I know, thx tho. Prolly get to check it tom. Share this post Link to post Share on other sites
bier aig tartar 11 Posted August 23, 2016 hallo can you please give an example that? Share this post Link to post Share on other sites