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chimaerazone

Making FIA enemy

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Is there any possible way to make FIA hostile against BLUFOR? I have planned out a mission, all I have to do is place the enemy and bind them to triggers, FIA has the perfect skins and vehicles for what I want, any ideas?

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I think this would be an easier option for what you want, the default option already provides FIA looking units, unless your using opfor in your mission also.

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I think this would be an easier option for what you want, the default option already provides FIA looking units, unless your using opfor in your mission also.

That will work, thank you!

Edited by ChimaeraZone

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Wait... Isn't FIA available for all sides anyway?

Aside from that, you can easily change the side of a unit in the editor simply by grouping it with another unit of the desired side...

...even if the probability of presence of that unit is set to 0.

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Wait... Isn't FIA available for all sides anyway?

Yes, but they arent available in latest stable, not that i can see anyway, possibly on dev branch?

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I spawn them. Note I hard code their faction side by setting this in my script

_side = EAST;

/*
Spawn Group by Beerkan.
For use with UPSMON.
Setup two markers:- Fisrt one where the units will spawn, called "spawnPoint_01" and another one where the units will patrol, called "patrolArea_01"
Call init with _nul = ["spawnPoint_01", "patrolArea_01"] execVM "Spawn_BGGrp1.sqf";
_units = ["B_G_Soldier_A_F","B_G_Soldier_AR_F","B_G_medic_F","B_G_Soldier_exp_F","B_G_Soldier_exp_F","B_G_Soldier_GL_F","B_G_officer_F","B_G_Soldier_F"];
*/

if (!isServer) exitWith {};
_spawnPoint = _this select 0;
_patrolArea = _this select 1;

_side = EAST;// Set faction i.e. change to _side = WEST; to change to BluFor
_skill = [0.1, 0.4];//Skill range
_units = ["B_G_Soldier_A_F","B_G_Soldier_AR_F","B_G_medic_F","B_G_Soldier_exp_F","B_G_Soldier_exp_F","B_G_Soldier_GL_F","B_G_officer_F","B_G_Soldier_F"];
_pos = getMarkerPos _spawnPoint;
_grp = [_pos, _side, _units, [], [], _skill] call BIS_fnc_spawnGroup;
//Hard code the units skill.
	{	_x setskill ["aimingAccuracy",(0.5 + random 0.2)];
		_x setskill ["aimingShake",(0.5 + random 0.2)];
		_x setskill ["aimingSpeed",(0.5 + random 0.2)];
		_x setskill ["commanding",(0.4 + random 0.3)];
		_x setskill ["courage",(0.3 + random 0.4)];
		_x setskill ["endurance",(0.3 + random 0.4)];// No longer used in ArmA3
		_x setskill ["general",(0.3 + random 0.4)];
		_x setskill ["reloadSpeed",(0.3 + random 0.3)];
		_x setskill ["spotDistance",(0.3 + random 0.3)];
		_x setskill ["spotTime",(0.3 + random 0.3)];
	} foreach units _grp;

sleep 2;//Allow Units to initiliaze.
// Now assign Group Leader UPSMON parameters. (N.B. For spawned units always add "SPAWNED" parameter for UPSMON)
[leader _grp,_patrolArea,"NOWAIT","RANDOM","SAFE","SPAWNED","DELETE:",300] execVM "scripts\upsmon.sqf";

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I just take a group of FIA and group them to Opfor unit and give that unit presence = 0 on unit, make sure opfor unit has higher rank. This will have FIA shoot Nato, also if you use any AI behavior scripts place that in opfor unit init box.

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Aside from that, you can easily change the side of a unit in the editor simply by grouping it with another unit of the desired side...

...even if the probability of presence of that unit is set to 0.

I tired that at first and it did not work. Did you get it to work?

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1. create a marker somewhere and name it "testPos".

2. put this somewhere where it will execute on server:

eastCenter = createCenter east;
_testPos = getMarkerPos "testPos";
_fiaGroup = createGroup east;
_fiaGroup = [_testPos, EAST, (configfile >> "CfgGroups" >> "West" >> "Guerilla" >> "Infantry" >> "IRG_InfTeam")] call BIS_fnc_spawnGroup;

3. An OPFOR-friendly (hostile to BLUFOR) fire team of FIA will spawn at that marker location.

BIS_fnc_spawnGroup has serious flaws, but it is suitable for spawning a group of 'enemy' FIA.

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I tired that at first and it did not work. Did you get it to work?

It normally does.

Oh and you can also edit the mission.sqm to change the side of units.

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Hi,

The methods above, except the editor one, in my experience spawn units that start to kill eachother... not very reliable.

A suggestion: there are types of units listed here: http://forums.bistudio.com/showthread.php?169226-Arma-3-Assets-Objects-Weapons-Magazines-and-much-more

All factions have "guerrilla appereance" units.

Maybe the CSAT ones will talk persian, but for sure the AAF not, just make independent enemy of west and problem solved.

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I've been trying to build a mission with 2 guerella sides, the redress option is the quickest and most efficient, it even works with spawning scripts like EOS, depends on what you are wanting to achieve, I never felt the grouping to enemy unit of higher rank was that reliable either, and anyway that option is currently broken on latest stable, also editing a units Init is doing weird things to way points and synced elements.

Another option depending on what you are trying to achieve is using adduniform, addheadgear etc, there's a great copygeartoclipboard script floating around.

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