Somerville 0 Posted January 15, 2007 Hi there, I'm trying to make a mission that demonstrates the situation in Iraq. I've got the U.S forces working as the coalition, but I need to make 3 groups of civilians - 2 groups of terrorists, and 1 group of 'innocents', basically. They won't have to kill each other, and can work together, but they can kill each other if the players wish there to be sectarian violence. On top of this, the final group of civilians are 'innocents', and can choose to work for a living (stand by a flag and every 30 seconds or whatever are given money), or work for either one of the terrorist groups. I thought about making 1 group of terrorists linked to independant forces, and they're set friendly to nobody, and obviously one group to the OPFOR, leaving 1 group of civilians as civilians. But I don't want any OPFOR or independant forces on the map, just U.S and civilians. I also thought about using this addRating -1000, but then they all just shoot each other -.- Help is appreciated guys! Share this post Link to post Share on other sites
the unknown 0 Posted January 15, 2007 I thought about making 1 group of terrorists linked to independant forces, and they're set friendly to nobody, and obviously one group to the OPFOR, leaving 1 group of civilians as civilians. But I don't want any OPFOR or independant forces on the map, just U.S and civilians. If you dont make the OPFOR and Independant forces playable and put this in there initline they will be deleted when the game starts makeing the next in line the officer. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">DeleteVehicle this Share this post Link to post Share on other sites
Scillion 0 Posted January 15, 2007 Don't give the innocents any weapons. put them in safe mode when you don't want them running from US forces. You can even use setfriend to start the conflict when you want it. side1 setFriend [side2, value] sides were east, west, civilian, Resistance in OFP. They might be Bluefor, OPfor, Indepentant, civilian in ArmA. Good luck Share this post Link to post Share on other sites
10-78 Duke 0 Posted January 15, 2007 Still East, West, Civilian......... Also value<.6 = not friendly....I think Share this post Link to post Share on other sites
Guest Posted January 16, 2007 Don't give the innocents any weapons. put them in safe mode when you don't want them running from US forces. You can even use setfriend to start the conflict when you want it. side1 setFriend [side2, value] sides were east, west, civilian, Resistance in OFP. They might be Bluefor, OPfor, Indepentant, civilian in ArmA. Good luck Thats a neat command. SetFreind, so unlike Ofp we now can change freindlyness between sides at any point in game with this multiple times? As opposed to Ofp, which allowed setcaptive to be switched on/off only once in game (i believe). Interesting Share this post Link to post Share on other sites
Somerville 0 Posted January 16, 2007 How do I use the setfriend command? Can you tell me where to type it? Share this post Link to post Share on other sites
Scillion 0 Posted January 17, 2007 If it works you should be able to type it anywhere. Triggers On Act. section Waypoints On Act. section In a Script Maybe in the init line of a man. EXP: west setfriend [resistance, .1] watch the fireworks between you and the indepentants Or Exp: west setfriend [civilian, .1] Now your guys will shoot them on site. And if they have weapons look out. I tried in a trigger. worked great. Share this post Link to post Share on other sites
johnnyboy 3793 Posted January 17, 2007 Thanks to this thread, I just tried this too, and it worked great. But setfriend .1 for civilian side had one unintended consequence: The soldiers started shooting and rocketing empty civilian vehicles in the town. Kind of funny, like they decided to trash everything owned by the civilians. EDIT: Sorry guys, I think I was wrong on this. I tried to create a simpler mission for Kronzky to demonstrate this, and I couldn't get the SetFriend to do anything, and I also couldn't recreate the situation where the soldier AI started shooting empty vehicles (which occured one time in a complex mission I'm working on). I have no idea what made the AI start shooting civvie vehicles in that one case. However, I can definitely make soldiers shoot civilians (and vice versa), using this old tried and true method: 1. Create an OPFOR unit with a Probability of Presence of zero. 2. Create civilian units. 3. Group civilian units to the OPFOR unit who has the Probability of Presence of zero. BLUFOR units now shoot these civilians on sight. To control when BLUFOR shoots these civilians, do this also: 4. Set civilians units to SETCAPTIVE TRUE (now BLUFOR won't shoot them). 5. When you want civilians shot, reset the civilian units to SETCAPTIVE FALSE (via a trigger, waypoint or script). Now BLUFOR will shoot the civilians. Share this post Link to post Share on other sites
Scillion 0 Posted January 18, 2007 I had the same experience as you with setfriend. It worked a little sometimes but didn't work all the time or with full effect. Nice - and you can have civilians who don't get shot and groups that do get shot. Very Nice work around. Share this post Link to post Share on other sites