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lone.wolf

US Forces vs. RACS...

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I wanted to know if i want to make a mission where both SLA and RACS works together against the americans, is this possible...?

And is there a limitation on how many addons you can use when creating a mission (sry new to addons help.gif )

Thanx in advance...!

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1: Click on the window in the editor where #1 is located.

2: Change that resistance is friendly to the east side only then your sorted.

ARMA%202007-01-28%2013-40-29-65.JPG

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...And is there a limitation on how many addons you can use when creating a mission (sry new to addons help.gif )

Thanx in advance...!

No limitation in OFP i doubt theres a limit in ArmA

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...And is there a limitation on how many addons you can use when creating a mission (sry new to addons help.gif )

Thanx in advance...!

No limitation in OFP i doubt theres a limit in ArmA

AFAIK there's no other limit that HDD space and player's will to download many add-ons to play the mission.

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wasnt there something, that you can implement the addons into the map?

so the players download the addons together with the map during receiving data on a server.

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Does anyone know a QUICK method to determine which side the resistance is friendly/inimical to OTHER THAN LOOKING IT UP IN THE EDITOR huh.gif?

I mean by script?

I have tried numerous things, the search function has not found a satisfying solution in the forums.

There is the commands "friendly" and "enemy", which have no operator, so they are useless for scripting, unless i have overlooked something.

I have ended up with a complicated script that uses countEnemy

and compares a west,east and guer soldier that have to stand next to each other for this to work, and it can take up to 10 seconds to get a result. There must be an easier way, anyone has any idea?

Thanks for the brainstorming.

Charon

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Look at the Bohemia interactive wiki page (in the links section at armedassault.com) for command setfriendly... I'm not telling you more, so that you are forced to visit wiki. Saves you lots of time on the long run...

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Hehe,

i am using the Wiki constantly and have not considered that command helpful for the situation, but thanks for thinking about it.

With determine i actually mean to find out and not to set.

So a command that is supposed to SET a side to friendly or enemy is not solving the problem, which is to FIND OUT how friendly or inimical a side is to the other.

I don't want to alter the friendly status of the sides at all, i just want to retrieve the original information that the mission maker has set in the editor by script. So something like GETFRIEND would work, if it existed.

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Quote[/b] ]Does anyone know a QUICK method to determine which side the resistance is friendly/inimical to OTHER

I've been struggling with the same issue myself, and haven't been able to come up with any practical solution either.

I tried the same desperate thing - placing to units next to each other, and hoping that countEnemy would do the job, but as you noticed yourself, that's way too slow.

My opinion is that countEnemy is defective (or we would need a new "CountAllEnemies" that also counts unknown ones). It should be able to give you an enemy count independent of the knowledge the units have of each other. Right now they need to have a knowledge of about .1 for countEnemy to work. If it could be applied to any unit on the map, then that would be the obvious solution to finding the association of resistance units. But until then, I'm afraid, we're stuck...

This becomes especially crucial once setFriend works as advertised. Because right now it does pretty much nothing (see this discussion). But once you are able to switch alliances during the game it's absolutely crucial to have a way to find out who's an enemy of whom.

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Good to see that it's not just me lol.

You pointed exactly the problem out.

I will make more tests, to see if there is a quicker

way to find it out, maybe with some weird operations

on individual units, there has got to be something

that units would refuse to do with enemies that they would instantly do to friendlies, which would reveal the enemyside...

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charonos: Sorry, i was in haste and didn't even read properly what you wrote, so my sorry.

Infact if triggers operate sameway as in OFP, you can make forexample 5000x5000 trigger with west present condition and maybe repeatedly working/checking intead of once. If you then write command "man countenemy list trigger" man doesn't count what he knows, but what trigger knows... And trigger knows everything with given condition. I don't remeber did anybody present work with countenemy... It should, if i remeber correctly. That is you best shot: countfrinedly, countenemy etc... are for that what you need. Hope this makes up my earlier stupidness.

Edit: If this didn't bring light to the issue your facing, i'll blame my english next wink_o.gif

EDIT2: if trigger has condition west detected by east and i put command "eastman countenemy list trigger": Eastman doesn't count what he knows to be hostile (the west), but what every east units knows about hostiles in vicinity of that trigger...

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