daza 36 Posted June 20, 2016 I want to set the faction Syndikat to enemy towards everyone, but i want to keep the other Independent factions friendly towards Blufor, is it possible? or perhaps some work around to make it so? The command independent setFriend [blufor, 0]; makes all independent factions hostile, surely there is another way? Share this post Link to post Share on other sites
kylania 568 Posted June 20, 2016 When you say "enemy towards everyone" do you mean "enemy towards BLUFOR and INDEPENDENT"? Because that's simple. If you want them enemy against OPFOR as well, then you're designing a poor mission. :) To make only Syndikat units hostile to B and I you need to place down a higher ranked OPFOR unit first, then group the Syndikat to them. Set the OPFOR unit to 0% Probability of Presence by expanding Object: Presence in it's attributes and setting the bar far left. That unit won't actually show up in game but will make the group they were leader of count as OPFOR. You'll see them outlined in red in the editor if you did it correctly. Actually, looks like in Eden you can delete the OPFOR unit and they remain OPFOR. Hmm. Probably safest to leave them there as 0% though. Share this post Link to post Share on other sites
gc8 978 Posted June 20, 2016 You cant set factions hostile only sides (east west resistance) Share this post Link to post Share on other sites
daza 36 Posted June 20, 2016 When you say "enemy towards everyone" do you mean "enemy towards BLUFOR and INDEPENDENT"? Because that's simple. If you want them enemy against OPFOR as well, then you're designing a poor mission. :) To make only Syndikat units hostile to B and I you need to place down a higher ranked OPFOR unit first, then group the Syndikat to them. Set the OPFOR unit to 0% Probability of Presence by expanding Object: Presence in it's attributes and setting the bar far left. That unit won't actually show up in game but will make the group they were leader of count as OPFOR. You'll see them outlined in red in the editor if you did it correctly. Actually, looks like in Eden you can delete the OPFOR unit and they remain OPFOR. Hmm. Probably safest to leave them there as 0% though. Thanks for your replies. That method is a neat short trick. I thought it would be fun to have two two enemy elements that you have to watch out for and would fight one another, if not just for immersion. Share this post Link to post Share on other sites
sarogahtyp 1109 Posted June 20, 2016 the only thing i can contribute to this topic is that u can create single units which r unfriendly to everyone by setting their rating below -2000: https://community.bistudio.com/wiki/ArmA:_Rating_Values Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted June 20, 2016 the only thing i can contribute to this topic is that u can create single units which r unfriendly to everyone by setting their rating below -2000: https://community.bistudio.com/wiki/ArmA:_Rating_Values Just to mention that these single units will also shoot at each other. Cheers Share this post Link to post Share on other sites
sarogahtyp 1109 Posted June 20, 2016 Just to mention that these single units will also shoot at each other. Cheers that was what I meant (but not written) with "single units" because creating such group wouldnt make any sense because they r shooting each other. As an addition to my last post: Those units changing side to sideEnemy Share this post Link to post Share on other sites
daza 36 Posted June 20, 2016 that was what I meant (but not written) with "single units" because creating such group wouldnt make any sense because they r shooting each other. As an addition to my last post: Those units changing side to sideEnemy Which would give a new meaning to suicide squad :P Share this post Link to post Share on other sites
dr death jm 117 Posted June 21, 2016 WEST setFriend [RESISTANCE, 0];RESISTANCE setFriend [WEST, 0];WEST setFriend [EAST, 0];EAST setFriend [WEST, 0];RESISTANCE setFriend [EAST, 0];EAST setFriend [RESISTANCE, 0]; in the above makes everyone enemies , just mess with it to make one fraction friendly to the other by setting it to 1. WEST setFriend [RESISTANCE, 0];RESISTANCE setFriend [WEST, 0];WEST setFriend [EAST, 1];EAST setFriend [WEST, 0];RESISTANCE setFriend [EAST, 1];EAST setFriend [RESISTANCE, 0]; in above if I did it correctly west and resistance will kill each other but leave east alone... bur east will see them both as enemy... (your side would be east).... but now I do believe if east does "shoots west or resistance" they will retaliate and shoot back... also don't forget civ, and also there's other fractions, example west has (2) "B_Soldier_02_f " and "B_G_Soldier_F" ( FIA ) I believe.... I'm sure theres a way to make blufo west and fia west enemys... (I never looked into it). Share this post Link to post Share on other sites
O0ster 0 Posted July 19, 2016 WEST setFriend [RESISTANCE, 0]; RESISTANCE setFriend [WEST, 0]; WEST setFriend [EAST, 0]; EAST setFriend [WEST, 0]; RESISTANCE setFriend [EAST, 0]; EAST setFriend [RESISTANCE, 0]; in the above makes everyone enemies , just mess with it to make one fraction friendly to the other by setting it to 1. WEST setFriend [RESISTANCE, 0]; RESISTANCE setFriend [WEST, 0]; WEST setFriend [EAST, 1]; EAST setFriend [WEST, 0]; RESISTANCE setFriend [EAST, 1]; EAST setFriend [RESISTANCE, 0]; in above if I did it correctly west and resistance will kill each other but leave east alone... bur east will see them both as enemy... (your side would be east).... but now I do believe if east does "shoots west or resistance" they will retaliate and shoot back... also don't forget civ, and also there's other fractions, example west has (2) "B_Soldier_02_f " and "B_G_Soldier_F" ( FIA ) I believe.... I'm sure theres a way to make blufo west and fia west enemys... (I never looked into it). So does this go into init on every unit or on a single module? Share this post Link to post Share on other sites
daza 36 Posted August 3, 2016 WEST setFriend [RESISTANCE, 0]; RESISTANCE setFriend [WEST, 0]; WEST setFriend [EAST, 0]; EAST setFriend [WEST, 0]; RESISTANCE setFriend [EAST, 0]; EAST setFriend [RESISTANCE, 0]; in the above makes everyone enemies , just mess with it to make one fraction friendly to the other by setting it to 1. WEST setFriend [RESISTANCE, 0]; RESISTANCE setFriend [WEST, 0]; WEST setFriend [EAST, 1]; EAST setFriend [WEST, 0]; RESISTANCE setFriend [EAST, 1]; EAST setFriend [RESISTANCE, 0]; in above if I did it correctly west and resistance will kill each other but leave east alone... bur east will see them both as enemy... (your side would be east).... but now I do believe if east does "shoots west or resistance" they will retaliate and shoot back... also don't forget civ, and also there's other fractions, example west has (2) "B_Soldier_02_f " and "B_G_Soldier_F" ( FIA ) I believe.... I'm sure theres a way to make blufo west and fia west enemys... (I never looked into it). Thanks Dr Death for that info. For some reason i don't get email notifications, so sorry for late reply. Share this post Link to post Share on other sites
Boss-Starstreams 11 Posted November 6, 2016 Not sure why this setting was removed anyway, it had good uses. For example, I want to make the Independent NAPA as enemy's to the west, because the units titled: Group, looks a little like the Mexican Cartel. Not perfect, but they're the closest looking units to the Cartel in the game. Arma 3 is a perfect landscape for the war on drugs. Anyway, I got it to work like this setFriend has to be added to each side, or you'll have lots of friendly fires. Share this post Link to post Share on other sites