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icebreakr

How to get rid of captured guys?

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I did a mission for our squad training where around 80% of OPFOR guys surrender when they see you. Now I wonder how do i join these surrendered guys to my team or remove them from OPFOR side?

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One more question: it would be cool if the player (BLUFOR side for example) touches the surrendered unit the unit would be stripped of guns & started running toward the BLUFOR m113 that is outside the "trigger is OPFOR present" zone. Is that doable with scripting (MP)?

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Could you give them a "join" way point and synchronize to a west "join and follow" waypoint?

This should get them on the blue team and you can "setcaptive=true" and "remove all weapons this;" them at the waypoint and then command them to do whatever.

...but I'm a novice at this so maybe that won't work...

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majority of the armed "civilian" group surrenders when they detect you (trigger detected), but random number of guys are there to shoot back...

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First of all name the enemy units such as "e01, e02, e03", etc....

Name your unit or the leader of your group as "w01"

Use a trigger with a radius big enough to cover all your battlefield

In the activation menu put your side (OPFOR, BLUFOR, etc...) then activate... DETECTED BY (Your enemy)

And in the Activation text

removeallweapons e01; removeallweapons e02; removeallweapons e03; [e01, e02, e03] join w01

This command will remove all weapons from each of your captives and then it will add them to your team, you don't have to use the SETCAPTIVE command if you use the join command, because when they join your team, they instantly join your side tooo and will start killing their old teammates.

And if you want to keep on going killing them all by yourself , then use this in the next waypoint

[e01, e02, e03] join w02

w02 is the name of a lone unit so your prisioners will join him and leave you alone.

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tnx! so when they join me they are not treated as OPFOR so trigger for "OPFOR not present" will give the victory condition, right?

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Sorry for the last post.... I used it.... I had an enemy officer captured joined in my platoon.... and after killing all the enemies, the trigger didn't work.... so I got close to the enemy officer in my platoon and killed him.... and then the trigger....triggered.

Sorry whistle.gif

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use only setCaptive

  [b said:
Quote[/b] ]A captive is neutral to everyone, and will not trigger "detected by" conditions for its original side.

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I have a similar situation.  In my mission a large opfor force is ambushed in a city.  To prevent my guys from attacking them I "unitname setcaptive true" for all the opfor units.  I have a trigger set off by radio alpha that detonates an ied.  I also want to "setcaptive false" when this happens.  Is there anyway to do this for each group with out adding "unitname setcaptive false" for each individual unit?  What am I missing?

I know I read somewhere how to name a player group using the squad leader but I can't seem to find how to name an ai group.

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Just name the squad leader somehting, say "eGroup1";

Then with one line you can set all members of the group captive:

{_x setcaptive true} foreach units group eGroup1;

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Cool thx. It never occured to me that since they were still armed they would still attack BLUFOR. Kinda unfair since BLUFOR wouldn't attack them since they were captive. Incase anyone else ever comes across this here is what I did.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x setcaptive true} foreach units group bmp1_1; {_x setCombatMode "Blue"} foreach units group bmp1_1;

and on the ied trigger

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x setcaptive false} foreach units group bmp1_1; {_x setCombatMode "Red"} foreach units group bmp1_1;

After the ied is triggered the fight is on...Thx again for the help.

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