Play3r 147 Posted November 30, 2018 I want to have a Civilian fire at a BluFor force. But i don't want all of the civilians to be against the BluFor only one Civilian (HVT who wants to fight his way out of trouble) i am using the Civilian present module the same way that SayUnkl does in this video: I have tried with : in INIT: SetSide East; HVT1 setBehaviour "COMBAT"; Does Anyone know a way to make it work. 1 Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted November 30, 2018 Most reliable way would be to have an opfor unit join the civilian side, then when needed let him join opfor side again. Editor placed (and spawned) civilians use a different FSM than east/west/ind units and aren't as capable in combat. Something like this: //opfor unit init field: [this] join createGroup civilian; //when you need to make the unit fire: [yourUnit] join createGroup east; { yourUnit reveal [_x,4]; }forEach (yourUnit nearEntities 500);//reveal everything to the unit within 500m to force an immediate reaction Cheers 4 Share this post Link to post Share on other sites
johnnyboy 3792 Posted November 30, 2018 1 hour ago, Grumpy Old Man said: Most reliable way would be to have an opfor unit join the civilian side, then when needed let him join opfor side again. Yep that's the way to do it. Yay, Grumpy is back! :) Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 30, 2018 I went at it differently. I spawned an OPFOR man and forceuniform'd him into some civvy clothes. 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 30, 2018 One of good things about this method is that if Blufor shoot him, they won't get a rating penalty 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 30, 2018 8 hours ago, Play3r said: Civilian (HVT Hello there Play3r ! I have some missions for example if you want to check here : Share this post Link to post Share on other sites
johnnyboy 3792 Posted November 30, 2018 5 hours ago, Tankbuster said: One of good things about this method is that if Blufor shoot him, they won't get a rating penalty Good point TB! 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 30, 2018 For example, my suicide bombers, courtesy of @sarogahtyp script ,to look like suicide bombers, they have to be in civvy clothes, but sometimes the players suss him out before he gets to them and shoot him dead, so he can't be a real civ. 1 Share this post Link to post Share on other sites
pierremgi 4853 Posted December 1, 2018 4 hours ago, Tankbuster said: For example, my suicide bombers, courtesy of @sarogahtyp script ,to look like suicide bombers, they have to be in civvy clothes, but sometimes the players suss him out before he gets to them and shoot him dead, so he can't be a real civ. Mine are full civilian, in middle of civilians. So, no AIs can't shoot at them, even they are the target (in player's group). The only thing you can detect is the explo vest and the "Allahackbar" shout. You have very few seconds to run/drive away or shoot at him. Perfectly stressful. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted December 1, 2018 12 hours ago, johnnyboy said: Yay, Grumpy is back! :) I was never gone Spoiler just camouflaged Cheers 2 Share this post Link to post Share on other sites
HazJ 1289 Posted December 1, 2018 37 minutes ago, Grumpy Old Man said: just camouflaged Monty Python OFP style? Old but still funny! 2 3 Share this post Link to post Share on other sites
Play3r 147 Posted December 1, 2018 On 30/11/2018 at 3:07 PM, Grumpy Old Man said: Most reliable way would be to have an opfor unit join the civilian side, then when needed let him join opfor side again. Editor placed (and spawned) civilians use a different FSM than east/west/ind units and aren't as capable in combat. Something like this: //opfor unit init field: [this] join createGroup civilian; //when you need to make the unit fire: [yourUnit] join createGroup east; { yourUnit reveal [_x,4]; }forEach (yourUnit nearEntities 500);//reveal everything to the unit within 500m to force an immediate reaction Cheers Sorry for the late reply G O M i have here to night tried your idea. My scenario is this to be exactly You as BluFor enters a village with Civilians (made with CivilianModule) it is Working When you enter the Village ONLY One Civilian will be hostile against BluFor, I have tried to make it happen in VR but it does not seem to work for me, Placed a OpFor and put inside his INIT :[CivileChef] join createGroup civilian; // CivileChef is the OpFor unit i have put down a trigger 150+150 to be actived by BluFor Trigger is repeatable. in ACT i have : Hint"insideTrigger"; { ShotCivile reveal [_x,4]; // ShotCivile is the Civilian you has to kill }forEach (ShotCivile nearEntities 200); In Dea: [ShotCivile] joinSilent grpNull;hint"outsideTrigger"; But the Civilian does not engage me he just runs around Do i have to make the ShotCivilian join the OpFor Group Civilian ? or am i just doing it wrong? apparently c",) Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted December 2, 2018 13 hours ago, Play3r said: Sorry for the late reply G O M i have here to night tried your idea. My scenario is this to be exactly You as BluFor enters a village with Civilians (made with CivilianModule) it is Working When you enter the Village ONLY One Civilian will be hostile against BluFor, I have tried to make it happen in VR but it does not seem to work for me, Placed a OpFor and put inside his INIT :[CivileChef] join createGroup civilian; // CivileChef is the OpFor unit i have put down a trigger 150+150 to be actived by BluFor Trigger is repeatable. in ACT i have : Hint"insideTrigger"; { ShotCivile reveal [_x,4]; // ShotCivile is the Civilian you has to kill }forEach (ShotCivile nearEntities 200); In Dea: [ShotCivile] joinSilent grpNull;hint"outsideTrigger"; But the Civilian does not engage me he just runs around Do i have to make the ShotCivilian join the OpFor Group Civilian ? or am i just doing it wrong? apparently c",) Well you make your hostile unit join grpNull, doesn't really do what you wanted initially, so why not use my example and go from there? If you want the unit to go hostile as soon as he detects blufor units it could be as simple as: //unit init field: [this] join createGroup civilian; waiting = this spawn { _targets = []; waitUntil { _targets = _this nearTargets 500 select {_x#2 isEqualTo west}; _this globalChat format ["Spotted %1 blufor",count _targets]; count _targets > 0 }; [_this] join createGroup east; { _this reveal [_x#4,4]; }forEach _targets; }; Play with unit skills, spotting skill etc., lots of stuff to tweak in a case like this. Cheers Share this post Link to post Share on other sites
Play3r 147 Posted December 2, 2018 7 hours ago, Grumpy Old Man said: Well you make your hostile unit join grpNull, doesn't really do what you wanted initially, so why not use my example and go from there? If you want the unit to go hostile as soon as he detects blufor units it could be as simple as: //unit init field: [this] join createGroup civilian; waiting = this spawn { _targets = []; waitUntil { _targets = _this nearTargets 500 select {_x#2 isEqualTo west}; _this globalChat format ["Spotted %1 blufor",count _targets]; count _targets > 0 }; [_this] join createGroup east; { _this reveal [_x#4,4]; }forEach _targets; }; Play with unit skills, spotting skill etc., lots of stuff to tweak in a case like this. Cheers It works great but the Civilian does not follow the Wp i have set up for him to follow, but he does react to BluFor. He just stand still and waits for me to walk up to him, It is my plan to have him walk around in the Village so he wont be in the same spot every time.. Cheers Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted December 2, 2018 13 minutes ago, Play3r said: It works great but the Civilian does not follow the Wp i have set up for him to follow, but he does react to BluFor. He just stand still and waits for me to walk up to him, It is my plan to have him walk around in the Village so he wont be in the same spot every time.. Cheers This is the first post in this thread where you mention waypoints. Waypoints are stored per group, so upon joining the civ group all waypoints are gone, since it's a new group. You can use copyWaypoint to carry waypoints from one group over to another one. Cheers Share this post Link to post Share on other sites
Play3r 147 Posted December 2, 2018 Hi GOM Yes this is first time i did not know that it had a influence. you write that i have to COPY WP from another Group. is your idea that i make a unit WP around the village and the HIDE the unit and i COPY the WP from him to my Civilian ? So my ShotCivilian INIT will look like this: [this] join createGroup civilian; civilian copyWaypoints CivilianWP // but how do i make a Group called CivilianWP and that keeps his WP or do i use the CALLSIGN given by he Game like Alpha 1-1?? waiting = this spawn { _targets = []; waitUntil { _targets = _this nearTargets 500 select {_x#2 isEqualTo west}; _this globalChat format ["Spotted %1 blufor",count _targets]; count _targets > 0 }; [_this] join createGroup east; { _this reveal [_x#4,4]; }forEach _targets; }; Thanks for the help, GOM sorry if i don't understand so much of this scriping thing. i have looked at : https://community.bistudio.com/wiki/groupIdhttps://community.bistudio.com/wiki/setGroupId But i just don't get it how to make a group that keeps his WP Share this post Link to post Share on other sites