dbeaty2 10 Posted June 8, 2014 I want to have an enemy group that does not act hostile to BLUFOR. Then on a trigger they pull out weapons and become Hostile. BLUFOR is Multiplayers. So BLUFOR will not attack until fired upon. So far I have figured out I can use INIT to remove weapons from OPFOR, so they arrive without guns drawn. allowfleeing=0 prevents them from running when BLUFOR is spotted. Now I want to use a trigger to addWeapons and ammo to the entire AI group, and have them selectweapon to go hot. So far my scripts and triggers do not work. I've tried using examples from here, but none I could find show using an .sqf and a call from the trigger to fire it. Any help would be appreciated. I think calling the script from the trigger, and syncing the trigger to the AI units is the first set and using: addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addMagazine "65x39_caseless_green_mag_Tracer"; addWeapon "arifle_Katiba_ACO_F"; selectweapon "arifle_Katiba_ACO_F"; Share this post Link to post Share on other sites