anusmangler 1 Posted June 12, 2014 I would like to have the AFF attack any of the 4 players if they have guns. The players are Civ's in a "red dawn" situation. I would like for the AAF to shoot civs with guns and shot shooting if they dont have guns. I know the setweapon>0 line might have something to do with this but Im afraid I haven't been scripting much and I have lost my edge. Any help would be appreciated! Share this post Link to post Share on other sites
Tajin 337 Posted June 12, 2014 Put the "civilian" players on blue-side. (group them with a blue unit with probablility of presence set to 0), set AAF hostile to blue. Once that is done you can run a loop that checks for "currentWeapon" and uses "setCaptive" to control if they will be be attacked or ignored by the AI. Share this post Link to post Share on other sites
barbolani 189 Posted June 12, 2014 + take in count a setcaptive true when the players hide their weapons is not enough, because they will be able to become civilian in the middle of a firefight, you will have to check before it if all the enemy units knowabout the players more than 1.4.... Share this post Link to post Share on other sites
anusmangler 1 Posted June 13, 2014 Well heres the reason I cant link them to blufor....cause the AAF is in town where the player starts. The players visit a "friend" that gives them weapons. They would never make it out of town without being killed by the AAF.....Can I run a script so that the players are looked at as enemies after they pick up the weapons? Share this post Link to post Share on other sites
Tajin 337 Posted June 13, 2014 They would never make it out of town without being killed by the AAF... I repeat: use "setCaptive" to avoid that. Any unit with setCaptive true will be completely ignored by the AI. Share this post Link to post Share on other sites