chimaerazone 10 Posted June 12, 2014 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? Share this post Link to post Share on other sites
katipo66 94 Posted June 12, 2014 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. Share this post Link to post Share on other sites
chimaerazone 10 Posted June 12, 2014 (edited) 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 June 12, 2014 by ChimaeraZone Share this post Link to post Share on other sites
Tajin 349 Posted June 12, 2014 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. Share this post Link to post Share on other sites
katipo66 94 Posted June 12, 2014 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? Share this post Link to post Share on other sites
Beerkan 71 Posted June 12, 2014 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"; Share this post Link to post Share on other sites
jandrews 116 Posted June 12, 2014 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. Share this post Link to post Share on other sites
chimaerazone 10 Posted June 12, 2014 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? Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 12, 2014 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. Share this post Link to post Share on other sites
Tajin 349 Posted June 12, 2014 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. Share this post Link to post Share on other sites
barbolani 198 Posted June 12, 2014 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. Share this post Link to post Share on other sites
katipo66 94 Posted June 12, 2014 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. Share this post Link to post Share on other sites