GreenXp 8 Posted April 4, 2019 As the title is saying, I'm searching for a way to make indep be kind of neutral, if you don't fire they don't fire back. And no, the "Do Not Fire Unless Fired Upon" thing doesn't work, I mean, it does for like 5 seconds after they see me. Also searching for a Holster script, I'm using the ravage mod which supposedly has one but it doesn't work, or it may interfere with other mods and that's why it doesn't work. (doesn't work on vanilla weapons either) 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 4, 2019 11 minutes ago, GreenXp said: Also searching for a Holster script Hello there is in the Forum a script by Old Grampy , in which the enemy will not shoot if you hide your weapon. If i find this i'll post this. Here is also my holster script - mod : Share this post Link to post Share on other sites
GreenXp 8 Posted April 4, 2019 I tried your script like 20 min, but the mission.sqf is binarized, and the one I use on the server isn't, and I can't find a way to combine them... Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 4, 2019 To be honest , i havent really understand anything ! What exacly you can't do? - There is also the mod version. Share this post Link to post Share on other sites
GreenXp 8 Posted April 4, 2019 Ok, I'm not very good at this stuff but here is some of my mission.sqm version=53; class EditorData { moveGridStep=15.697117; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=513; class ItemIDProvider { nextID=928; }; class MarkerIDProvider { nextID=6; }; class LayerIndexProvider { nextID=42; }; class Camera { pos[]={12413.854,76.453064,14243.263}; dir[]={0.67097497,-0.59618539,-0.44114903}; up[]={0.49812803,0.80288565,-0.32750764}; aside[]={-0.54939795,2.856832e-007,-0.83562636}; }; }; binarizationWanted=0; addons[]= { "ryanzombiesfunctions", "ravage", "A3_Modules_F_Multiplayer", "CUP_Creatures_Military_CDF", so how do I add your mission.sqm to mine if yours is like this: raP ‹ version 5 EditorData ± addons A3_Ui_F A3_Modules_F_Curator_Curator A3_Structures_F_Civ_Camping A3_Structures_F_Items_Electronics A3_Characters_F A3_Weapons_F_Rifles_MX A3_Weapons_F_Mark_Rifles_MX A3_Weapons_F_Acc A3_Weapons_F_Mark_Acc A3_Weapons_F A3_Weapons_F_Launchers_RPG32 A3_Weapons_F_Pistols_P07 A3_Weapons_F_Items AddonsMetaData Î randomSeed ¡* ScenarioData R Mission h ‹ moveGridStep €?angleGridStep ’ †>scaleGridStep €?autoGroupingDist Atoggles ItemIDProvider M MarkerIDProvider ` Camera s Î nextID _ ` nextID s pos dÜ€EÃ׎BHSƒEdir ìo»1T¿æk?up †…d»p[?ëT?aside ,€?Àwm´Ô‰;Î List Þ R items Item0 2 Item1 ¤ Item2 1 Item3 µ Item4 > Item5 Ä R className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com ¤ className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules author Bohemia Interactive url https://www.arma3.com 1 className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com µ className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com > className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com Ä className A3_Weapons_F_Mark name Arma 3 Marksmen - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com R author player h Intel ‡ Entities ƒ ‹ timeOfChanges áDstartWeather startWind ÍÌÌ=startWaves ÍÌÌ=forecastWeather forecastWind ÍÌÌ=forecastWaves ÍÌÌ=forecastLightnings ÍÌÌ=year ó day hour minute startFogDecay B`e<forecastFogDecay B`e<ƒ items Item0 × Item1 B Item2 c Item3 # Item4 Æ Item5 Å ‹ dataType Marker position {Ë€E @WT„E name respawn_west text Respawn type Empty id B dataType Logic PositionInfo ± id type ModuleCurator_F atlOffset #ÛµA CustomAttributes Ñ c position ÝK‚E#ÛÝAZ/„EÑ Attribute0 9 Attribute1 ë Attribute2 – Attribute3 ? Attribute4 ¸ nAttributes c property ModuleCurator_F_Owner expression _this setVariable ['Owner',_value,true]; Value ¡ ë data ± ë type Ö value #adminLogged ë type STRING ë property ModuleCurator_F_Forced expression _this setVariable ['Forced',_value,true]; Value U – data e – type value – type SCALAR – property ModuleCurator_F_Name expression _this setVariable ['Name',_value,true]; Value ü ? data ? type * value admin ? type STRING ? property ModuleInfo expression false Value y ¸ data ‰ ¸ type ¥ value ¸ type BOOL ¸ property ModuleCurator_F_Addons expression _this setVariable ['Addons',_value,true]; Value " c data 2 c type N value @@c type SCALAR c dataType Trigger position Ý€E @T„E Attributes Ä id ; type EmptyDetector # onActivation hint "press Y for ZEUS"; sizeA AsizeB A activationBy ANYPLAYER # dataType Object PositionInfo side Empty flags Attributes À id type Land_CampingTable_small_F Æ position ÌÀEi÷¬@Óe„EÀ Æ dataType Object PositionInfo < side Empty Attributes t id type Land_FMradio_F atlOffset È P?Å position WÆ€EéV¼@¬f„Eangles 1øK@ t init playSound3D ["a3\missions_f\data\sounds\radio_track_01.ogg", this]; Å dataType Group side West Entities Attributes … id < ‹ items Item0 , … dataType Object PositionInfo side West flags Attributes ½ id = type B_soldier_AR_F … position hÄ€EÊ @>U„E½ isPlayer Inventory á … primaryWeapon Ç secondaryWeapon handgun › uniform vest Ä backpack ñ map ItemMap compass ItemCompass watch ItemWatch radio ItemRadio goggles G_Combat hmd NVGoggles headgear H_HelmetB_grass … name arifle_MX_SW_F muzzle muzzle_snds_H flashlight acc_pointer_IR underBarrel bipod_01_F_snd primaryMuzzleMag I name 100Rnd_65x39_caseless_mag ammoLeft d name launch_RPG32_F › name hgun_P07_F muzzle muzzle_snds_L primaryMuzzleMag à name 16Rnd_9x21_Mag ammoLeft typeName U_B_CombatUniform_mcam_tshirt isBackpack MagazineCargo m ItemCargo ‚ Ä items Item0 « Item1 ß Item2 Item3 J ‚ name HandGrenade count ammoLeft ß name SmokeShell count ammoLeft name SmokeShellGreen count ammoLeft J name Chemlight_green count ammoLeft ‚ items Item0 Ÿ Ä name FirstAidKit count Ä typeName V_PlateCarrier2_rgr isBackpack MagazineCargo ñ items Item0 @ Item1 ‚ Item2 ¹ ñ name 100Rnd_65x39_caseless_mag count ammoLeft d ‚ name 16Rnd_9x21_Mag count ammoLeft ¹ name Chemlight_green count ammoLeft ñ typeName B_AssaultPack_rgr isBackpack MagazineCargo 8 … items Item0 U … name RPG32_F count ammoLeft … ‹ Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 4, 2019 Ok i got it now ! You don't need this at all. You need to add only the files from the mission folder and copy the lines pf the init.sqf. But why are you really editing the mission.sqm ? Share this post Link to post Share on other sites
GreenXp 8 Posted April 4, 2019 Looks like I forgot how to install scripts, yep, it works without the mission.sqm, idk what I was thinking about, ty. And I honestly forgot why exactly I keep the mission.sqm not binarized, but I know something went wrong in the past and it had to do with the mission.sqm and I couldn't edit it. So I just keep it like this, bc last time I had to start it all over again. 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 4, 2019 I remember in the old times before the 3D editor , editing the sqm but , i don't think that now is really needed. Share this post Link to post Share on other sites
GreenXp 8 Posted April 4, 2019 So I found the script you told me about from Grumpy Old Man //initPlayerLocal.sqf TAG_fnc_captiveCheck = { params ["_unit"]; _unit setCaptive true; waitUntil {currentWeapon _unit != ""}; _unit setCaptive false; {_x reveal [_unit,4]} forEach (_unit nearEntities 25); }; player spawn TAG_fnc_captiveCheck; Only problem is that it doesn't work if your weapon is holstered, it's like the weapon is equipped. What if instead of no gun, the gun is lowered if that's even a command for scripts, holstered would be the best but I think that needs a completely new script ? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 4, 2019 try : https://community.bistudio.com/wiki/weaponLowered 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 4, 2019 Maybe this is better for this occaution: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#FiredMan 1 Share this post Link to post Share on other sites
GreenXp 8 Posted April 4, 2019 The first one doesn't work, or I don't know how to make it work, and I'll try the second one tomorrow bc it looks too complicated to start it now. I'll tell you how it went after I finish it tomorrow. Also, ty for your help so far. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 4, 2019 53 minutes ago, GreenXp said: Also, ty for your help so far. initPlayerLocal.sqf // Once the player is in a disance from the enemies , the enemy will stop shooting. GF_Captive_Safe_Distance = 10; // 10m test GF_Captive ={ player setCaptive true; player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; params ["_unit"]; _unit setCaptive false; hint "setCaptive false"; _unit setVariable ["Var_GF_Captive",true]; }]; while {true} do { waituntil{sleep 1; _nearestobjects = nearestObjects [getpos player, ["Man"],worldsize]; { if ( !(side _x isEqualto playerside) && ((_x distance player) > GF_Captive_Safe_Distance) )then{ player setCaptive true; // systemchat format["player > %1",GF_Captive_Safe_Distance]; }else{ // systemchat "CLOSE"; }; }forEach _nearestobjects; hint format["captive : %1",captive player]; }; }; }; player call GF_Captive; 1 Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted April 5, 2019 7 hours ago, GreenXp said: So I found the script you told me about from Grumpy Old Man //initPlayerLocal.sqf TAG_fnc_captiveCheck = { params ["_unit"]; _unit setCaptive true; waitUntil {currentWeapon _unit != ""}; _unit setCaptive false; {_x reveal [_unit,4]} forEach (_unit nearEntities 25); }; player spawn TAG_fnc_captiveCheck; Only problem is that it doesn't work if your weapon is holstered, it's like the weapon is equipped. What if instead of no gun, the gun is lowered if that's even a command for scripts, holstered would be the best but I think that needs a completely new script ? One solution would be to have both sides set to captive (to make sure AI on player side won't engage indfor AI), also necessary to set indfor to hostile against the players side in the mission editor, which you most likely already have. Then you can either handle the engagement to happen map wide or local within a certain radius of the firer: //initPlayerLocal.sqf player addEventHandler ["Fired",{ params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; units _unit apply {_x setCaptive false}; if (time < _unit getVariable ["TAG_fnc_revealTimeout",-10]) exitWith {false}; { _x reveal [_unit,4]; _x setCaptive false } forEach (_unit nearEntities viewDistance); _unit setVariable ["TAG_fnc_revealTimeout",time + 10];//will only reveal the unit every 10 seconds when firing }]; Make every indfor and player unit captive at mission start to make this work. When a player fires, all player group members get captive state removed, and the firer will be revealed to everyone within view distance. The reveal will only happen every 10 seconds for performance reasons, also in MP you might need to remoteExec the reveal. You can make it a bit more sophisticated, take average reaction time into account and also consider speed of sound if wanted. Cheers 2 2 Share this post Link to post Share on other sites
GreenXp 8 Posted April 5, 2019 So, they are prty much the same, but my problem is this: https://imgur.com/a/j2VhLqC I'm blue coming from the side, gonna kill some enemies where red is to help green, then go in and "trade" with them, there is a trader inside that house. My problem is that if I shoot anywhere close to them they will shoot me. My plan was to make a shop with indep inside, no matter what is going on outside they will not leave or shoot until fired upon, and once you shoot them they won't go back to being friendly. That's what I wanted to do, but as more I thing about it the more complicated it gets, so I may end up making them BluFor and make them invincible so you can't kill them and take their stuff for free. Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted April 5, 2019 9 minutes ago, GreenXp said: So, they are prty much the same, but my problem is this: https://imgur.com/a/j2VhLqC I'm blue coming from the side, gonna kill some enemies where red is to help green, then go in and "trade" with them, there is a trader inside that house. My problem is that if I shoot anywhere close to them they will shoot me. My plan was to make a shop with indep inside, no matter what is going on outside they will not leave or shoot until fired upon, and once you shoot them they won't go back to being friendly. That's what I wanted to do, but as more I thing about it the more complicated it gets, so I may end up making them BluFor and make them invincible so you can't kill them and take their stuff for free. This is something entirely different from what you were asking in the first post. Cheers 2 Share this post Link to post Share on other sites
GreenXp 8 Posted April 5, 2019 How is that different ? It's the same thing, they need to be neutral so they only shoot when fired upon... Share this post Link to post Share on other sites
beno_83au 1369 Posted April 5, 2019 1 hour ago, Grumpy Old Man said: This is something entirely different from what you were asking in the first post. Cheers 58 minutes ago, GreenXp said: How is that different ? It's the same thing, they need to be neutral so they only shoot when fired upon... I thought that from your OP you were trying to do something where you don't want your intended targets shooting at you until you fire at them, meaning you intended to fire at them. So yeah, @Grumpy Old Man is right in that regard as his solution will have anyone near become hostile when you fire. You could use something along the lines of Grumpy's solution but instead of a "Fired" event handler on the player you could put a "Dammaged" event handler on the traders. 2 Share this post Link to post Share on other sites
sarogahtyp 1109 Posted April 5, 2019 1 hour ago, GreenXp said: as more I thing about it the more complicated it gets welcome to the world of scripting ;-) 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 5, 2019 11 hours ago, GreenXp said: My plan was GreenXp , just really the next time , you should provide more informations , in order everyone to understand better. 10 hours ago, beno_83au said: you could put a "Dammaged" event handler on the traders. What Beno said , is what you are looking for. 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted April 6, 2019 15 hours ago, GEORGE FLOROS GR said: GreenXp , just really the next time , you should provide more informations , in order everyone to understand better. --scripting is already complicated enough as it is...you really don't want to mess things up even more by NOT providing CRYSTAL CLEAR info on what you try to achieve. Other than that, a little humble courtesy to who's try to help ya, and you're set,bro. 1 Share this post Link to post Share on other sites