oddHawky 0 Posted April 21, 2020 Hi Guys. I am doing already a mission in Eden, where players are basically some kind of agents. Part of my mission is dedicated to being played in RolePlay, I mean Zeus is taking control of some AI in some situations and for example get someone interogated. At some point I want to give them a warning to go away, and if they would shoot me, I want to AI shoot them back. I tried to script that by myself but I just stuck... I tried also by default, I mean Return Fire Only etc, but it didint work as well. I hope that I would get some help here. Thanks for any wasted time for me ;) Share this post Link to post Share on other sites
Purzel 35 Posted April 22, 2020 Here's a script for checking if a player has no weapons in hands to be "undercover": In this script a player can walk to a box and will be clothed in civilian clothes, but keeps a small arms weapon. If the player holster its weapons, he will be undercover. // clothing.sqf // Purpose: Re-cloth a player via addAction // need an Objekt in editor (wardrobe, clothes, locker, box, etc.) with addAction in Init-line: // clothes = this addAction ["change clothes", "scripts\clothing.sqf", nil, 6, true, true, "", "alive _target && _target distance _player < 2"]; // This script is executed client-sited (only on PC of the clicking player)! // ------------------------------------------------------------------------------------------ // Only for testing: Show Knowsabout value (remove in mission) [] spawn { while {true} do { _KAvalue = EAST knowsAbout player; _Cstatus = captive player; hintsilent format ["KnowsAbout Wert:\n%1\nCaptive Status:\n%2",_KAvalue,_Cstatus]; sleep 0.5; }; }; _container = _this select 0; // The wardrobe or the box _player = _this select 1; // the clicking player // Delete the locker, box, wardrobe, whatever you used // deleteVehicle _container; // or change it with another same object. // Use your own equipment, these are some pieces of a mod-set removeAllWeapons _player; removeAllItems _player; removeAllAssignedItems _player; removeUniform _player; removeVest _player; removeBackpack _player; removeHeadgear _player; removeGoggles _player; _spieler forceAddUniform "U_C_ConstructionCoverall_Blue_F"; _spieler addItemToUniform "FirstAidKit"; for "_i" from 1 to 3 do {_player addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 2 do {_player addItemToUniform "ACE_CableTie";}; for "_i" from 1 to 5 do {_player addItemToUniform "ACE_morphine";}; _player addItemToUniform "BWA3_DM25"; _player addItemToUniform "BWA3_40Rnd_46x30_MP7"; _player addVest "V_Safety_yellow_F"; _player addBackpack "B_LegStrapBag_coyote_F"; for "_i" from 1 to 2 do {_player addItemToBackpack "ACE_fieldDressing";}; for "_i" from 1 to 2 do {_player addItemToBackpack "ACE_M84";}; for "_i" from 1 to 5 do {_player addItemToBackpack "BWA3_40Rnd_46x30_MP7";}; _player addHeadgear "H_Construction_basic_yellow_F"; _player addWeapon "BWA3_MP7"; _player addHandgunItem "BWA3_muzzle_snds_MP7"; _player addHandgunItem "BWA3_acc_LLM01_irlaser"; _player addHandgunItem "BWA3_optic_RSAS"; _player linkItem "ItemMap"; _player linkItem "ItemCompass"; _player linkItem "ItemWatch"; _player linkItem "tf_anprc152"; _player linkItem "BWA3_ItemNaviPad"; hint "You are ready for undercover."; // endless-check, if undercover while {true} do { // if (EAST knowsAbout player < 1.5 && currentWeapon player == "") then {player setCaptive true} else {if (currentWeapon player != "") then {player setCaptive false}}; if (currentWeapon player == "") then {player setCaptive true} else {if (currentWeapon player != "") then {player setCaptive false; sleep 5;}}; sleep 1; }; If you don't need the clothing stuff, you don't need to use it. Remember: Setting the player to "captive" he will be CIVILIAN, so just keep it in mind, if he should use e.g. an uav-terminal. The "EAST Knows about player" in the last section will keep a detected player visible for a longer time, until it is reset by time. the current weapon-part below, will set the player immediatly "unvisible. You can choose, which method you prefer. Share this post Link to post Share on other sites
oddHawky 0 Posted April 22, 2020 Thanks, Im gonna check this one asap and give a sign if this work. Share this post Link to post Share on other sites