black_hawk_mw2_87 74 Posted October 5, 2019 Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂 Share this post Link to post Share on other sites
avibird 1 154 Posted October 5, 2019 Have you used MCC4 it has a lot of functions and options. Some people don't like it because they say the the code is outdated ECT but I have never had a problem with it. It adds so much to the game and the editor. It has a surrender module as well. Try it out. 1 Share this post Link to post Share on other sites
pierremgi 4862 Posted October 6, 2019 8 hours ago, black_hawk_mw2_87 said: Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! 🙂 Interesting question and BI skipped that. I wrote somewhere it was a miss for the "Laws of war" DLC. Anyway, I edited 2 addons: -1st one is a simple "make prisoner", right clicking while aiming (temporary zoom), under certain conditions of course (see MGI Tactical pack); - 2nd one allows prisoners and escort to jail. (see MGI advanced modules). If I remember both aren't compatible each other. I'm aware, it's not a splendid behavior, but at least, that works in MP. Not so often feedback on that. 2 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 6, 2019 7 hours ago, avibird 1 said: Have you used MCC4 it has a lot of functions and options. Some people don't like it because they say the the code is outdated ECT but I have never had a problem with it. It adds so much to the game and the editor. It has a surrender module as well. Try it out. @avibird 1 thank you very much for the suggestion. I have used this mod and now I remembered that there was such an option. My idea was to use only ALiVE as a main mod, so while in game it would not be necessary to use another one for these special options and possibilities. They'd better be somehow implemented in the coop mission when it starts. But anyway, that mod is a good suggestion for other interesting projects. Cheers! 🙂 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 6, 2019 59 minutes ago, pierremgi said: Interesting question and BI skipped that. I wrote somewhere it was a miss for the "Laws of war" DLC. Anyway, I edited 2 addons: -1st one is a simple "make prisoner", right clicking while aiming (temporary zoom), under certain conditions of course (see MGI Tactical pack); - 2nd one allows prisoners and escort to jail. (see MGI advanced modules). If I remember both aren't compatible each other. I'm aware, it's not a splendid behavior, but at least, that works in MP. Not so often feedback on that. @pierremgi, thank you very much for the response! I know you have interesting and inspiring mods, and I use one of them in this current cooperative mission - MGI Tactical Pack V3. You are absolutely right that Bohemia missed to add such a script or option to the game. It is even more weird BI didn't do anything about such an important option. I really like the way the SP variants are made, but now I see you have two possible solutions for me. Once I am home, I will try them out, so stay tuned for my feedback! 🙂 Thanks again and cheers! 🙂 Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 6, 2019 Just now, black_hawk_mw2_87 said: @pierremgi, thank you very much for the response! I know you have interesting and inspiring mods, and I use one of them in this current cooperative mission - MGI Tactical Pack V3. You are absolutely right that Bohemia missed to add such a script or option to the game. It is even more weird BI didn't do anything about such an important option. I really like the way the SP variants are made, but now I see you have two possible solutions for me. Once I am home, I will try them out, so stay tuned for my feedback! 🙂 Thanks again and cheers! 🙂 Hello there again! I wanted to know something about the first mod you mentioned - "make prisoner". Which conditions need to be met in order to "unlock" the possibility of making an AI surrender? Cheers! Share this post Link to post Share on other sites
black_hawk_mw2_87 74 Posted October 6, 2019 (edited) 47 minutes ago, black_hawk_mw2_87 said: Hello there again! I wanted to know something about the first mod you mentioned - "make prisoner". Which conditions need to be met in order to "unlock" the possibility of making an AI surrender? Cheers! Edited: I can't find the mods you told me about. Would you give me the links to them? Re-edited: I actually found your mod providing this option with the advanced modules. I will test it today. 🙂 🙂 Edited October 6, 2019 by black_hawk_mw2_87 Share this post Link to post Share on other sites
pierremgi 4862 Posted October 6, 2019 Sorry for the time difference. For MGI tactical pack, you can find the notice (pdf) in the addon folder, usually located in arma3\!workshop. On server the conditions are not often met, intentionally. I can pbo a specific mod, with a specific key for signature, so the server owner will have to accept it. For MGI advanced modules (signed also), the notice (WIP) is here, last module. 1 Share this post Link to post Share on other sites