evilnate 0 Posted October 30, 2006 Currently I have a mission where the players must find a civilian police officer in one of several bases and kill him. I designed it so that the officer will spawn in one of the tents of the base. I also placed a couple civilians in each base so that the player must use caution and accuracy to eliminate the police officer. If the player decides to mortar, grenade, or rocket the base randomly he will most likely kill one of the civilians and if that happens, I made it so that the mission ends in failure. The current way I have this setup is this: 1.) created civilians and named them mn1, mn2, wn3, etc. 2.) created trigger:[condition] if not alive mn1 or not alive mn2 or not alive mn3... [activation] end 2 This works well, but my friends are having a very hard time avoiding civilian death and after investing a hour or two into the mission it's very disapointing to have the mission end suddenly. Is what i'd like to do, and am asking for help in doing so is this. I would like to have the player that kills the civilian die instantly with a message saying something like "You killed a civilian, now you know what it feels like ". The mission does have TAG respawn so they won't be dead forever, but atleast it doesn't ruin the mission for the rest of the team. If someone could tell me how to do this I would very much appreciate it. Share this post Link to post Share on other sites
Metal Heart 0 Posted October 30, 2006 "Killed" eventhandler. Add this to every civilians init line: this addEventHandler ["Killed", {(_this select 1) setdammage 1.0; hint format ["%1 killed a civilian.",name (_this select 1)]}] Share this post Link to post Share on other sites
Heatseeker 0 Posted October 30, 2006 Think real... There is nothing worse than having a mission end sudently because the player did something bad, use diferent endings depending on what objectives were done or failed. Use what you have on the map, make the police officer flee if a civilian is killed or the players are detected, make him call for reinforcements, the player that kills the civilian is part of a team, if he fcuks up he compromises his team . Share this post Link to post Share on other sites
evilnate 0 Posted October 31, 2006 Think real... There is nothing worse than having a mission end sudently because the player did something bad, use diferent endings depending on what objectives were done or failed. Use what you have on the map, make the police officer flee if a civilian is killed or the players are detected, make him call for reinforcements, the player that kills the civilian is part of a team, if he fcuks up he compromises his team . @ metal heart, thanks for the tip, I will try tonight. I never would have though it could be so simple. @ heatseeker, I agree - real could be consequences paid after the mission is over - like a court marshal. As for the police officer's response to danger, it can't be realistic for the idea of the mission. I wanted to create a mission where the players must hunt (there are actauly 2 police officers) the 2 officers and make the game replayeable (random placement). Right now, if someone goes to a base to search for the officer the player must get close to actauly see inside to verify the presense of the officer or not. If you startle the base and the hunted target runs out of the tent, BAM he's dead and you retreat and move on to another base. I must keep him "SAFE" and disableAI "MOVE". Thanks a bunch for the feedback though! Share this post Link to post Share on other sites
Heatseeker 0 Posted October 31, 2006 Make the officer flee if he is not present at the camp then, this will encourage the players from spamming grenades and hurting civilians since they dont know if the officer is there or not. It makes some kind of sense, someone kills a civilian and someone calls the police, officer runs away or officer calls for backup. Players are encouraged not to atack civilians this way, if they do they face the consequences. Good luck with your mission . Share this post Link to post Share on other sites
SouthSaturnDelta 1 Posted October 31, 2006 Fantastic stuff, Â Â gonna try this out and make some repercussions for any trigger happy troops on patrol in populated areas. This is where resistance units and militia's can really get into the action, while adding realism to missions. I'm seeing this applied to the 'Nam..... Villiages, patrols ,accidental shootings, and then have the shit hit the fan ! Will make this more interesting when civvies also have weapons and closely resemble the NVA, or VC - do I shoot at them ? Nicely ! Share this post Link to post Share on other sites
evilnate 0 Posted December 29, 2006 I am doing this for a mission for armed assault but it seems like everyone on the server isn't seeing the hint "Joe killed a civilian." I tried changing hint to globalChat but it gave me a syntax error: missing ; Is there a way to use the format command in conjunction with with a command other than hint that will display the message to everyone on the server? Share this post Link to post Share on other sites