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Mike31

REVOLT!!!

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I'm trying to make a mission ware there is a Revolt is created by me in game. I have a bunch of civilians that I want to spawn guns when I trigger the reprisals by radio or by the command menu. Also I would like it so that the civilians now target the west or SLA side.

The hole point of this is that i want my friends on the West side to think that the town is all good. Once I feel that I should start the revolt i will start it by radio or the command menu.

So is there a way to make civilians all of a sudden have weapons( mainly just Aks and a rpg) because I don't want to try to equip a hole sqaud with weapons it takes to much time and can get on your nerves with the dumb ai?

Also is there a way to have the civilians target West or SLA?

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One way to get the civilians to change sides is to group the civilian with an OPFOR unit then set the OPFOR presence to false.  That way you have civilians that are good and some that want to kill you.

You probably want to trigger a script that would spawn these armed enemy civilian units at the appropriate time.  

Just another thought it may be easier to spawn OPFOR units and change their textures using the setobjecttexture cmd to civilians _ never tried this though.

I was thinking of doing something similar where you would implement rules of engagement where if the civilian was not armed you weren't allowed to shoot at them but if they were you could.  This would be linked to a counter so that if too many unarmed civilians were killed you failed the mission

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In OFP, civilians would have the same enemies as the Resistance side. The problem is they will not appear as enemy units to either side (ie, they will kill the BLUFOR, who do nothing to defend themselves).

You could also use createUnit to create civilian class units on the resistance or OPFOR side, then arm them. The problem with this method is your squad will see them as enemy immediately, even if they are unarmed. Spawn them out of sight and setCaptive to 1, using a fired event handler to return their setCaptive to 0 when the first shot if fired.

The biggest problem is AI units do not get confused by a unit's appearance, they only see a CIV/OPFOR/BLUFOR/RES man, irrelevant of the actual model used.

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Check out how i made my dea drug ops 2 mission i did it in that and it worked perfect. But norrin already explained in the first part of his post.

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I was thinking of doing something similar where you would implement rules of engagement where if the civilian was not armed you weren't allowed to shoot at them but if they were you could.  This would be linked to a counter so that if too many unarmed civilians were killed you failed the mission

i would really like to see this mission have you made it?

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Matt Rochelle ware can I find your mission?

Also I only want weapons to spawn on civilian's. I don't want extra civilians spawning with weapons. Any way i can do this?

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To add weapons to the civilians just use the addMagazine, addWeapon commands in the init line of the civilian.  Make sure you add mags before wepaons otherwise the weapons start unloaded.

If you want the armed civilians present when the mission starts set them up as I suggested ie. grouped with an invisible OPFOR

Then run a script setting all the armed civilians as captives (setCaptive true cmd) and therefore neutral to all sides.  Once the trigger is set off that begins the revolt then run another script that removes the captive status of the civilians (ie. setCaptive false) and they'll revert back to being enemies.

In fact if you want all the civilians to be enemies you could set the civilians as enemies to the West in the editor and then use the setCaptive cmd so they don't start shooting until after the revolt begins.

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