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lkincheloe

Civilian Opinion and Interaction Script

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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.

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Release frontpaged on the Armaholic homepage.

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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!

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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?

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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

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