Enigma 1 Posted December 28, 2006 I am making a mission where RACS forces go into a village that has half armed civilians and unarmed civilians. I want to deter the RACS from shooting all civilians and making it easy on them, so I would like to put an ingame punishment; If they shoot and kill a friendly civilian then they will do damage to themselves and if they do it enoujgh they will die. Does anyone know how to do this? I have looked around but found nothing. Share this post Link to post Share on other sites
ManDay 0 Posted December 28, 2006 I would suggest In the onActivation-Line of a trigger, which is activated by Civilians only and covers the certain area: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ _nilPoint = _x addEventHandler[ "killed",{ _this exec "checkForHarm.sqf" ]; }forEach thislist; checkForharm.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if( ( count weapons _this select 0 )> 0 )then { _this select 1 setDammage =( getDammage _this select 1 )+ 0.1; }; (Didn't try) Share this post Link to post Share on other sites
Enigma 1 Posted December 29, 2006 I would suggestIn the onActivation-Line of a trigger, which is activated by Civilians only and covers the certain area: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{ _nilPoint = _x addEventHandler[ "killed",{ _this exec "checkForHarm.sqf" ]; }forEach thislist; checkForharm.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if( ( count weapons _this select 0 )> 0 )then { _this select 1 setDammage =( getDammage _this select 1 )+ 0.1; }; (Didn't try) Thanks Share this post Link to post Share on other sites
hund 0 Posted January 6, 2007 As per my SOP, I have a half-assed solution to this problem (though it seems to be taken care of already). The way I did it was to monitor each player's rating. Once it dropped too low (say, -3000) a trigger would kick in and setpos the offending player to a remote island off the coast of Sahrani. I thought about removing all their weapons as well and adding a single weapon crate with a single grenade, just to get the point across. But truth be told the above seems much more pro. I just can't script so I use trigger solutions for everything. The wonders of Biki, eh? Share this post Link to post Share on other sites