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DieAngel

armed civillians questions

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Okay i would like to make a serie of mission about a group of players/revolutionaries that plot several assassinations/batiment destructions in order to weaked the government in place. Basically the players would be civilians and wouldn't be attacked by the local armed forces unless:

A: they enter restricted zones

B: they have weapons

C: their "cover" is blown

basically the 3rd point would be like a value that increase as the player is seen in case A and B by a soldier and decrease over time as they hide for example.

Objectives would be like planting a bomb discretely during a government manifestation , detonating it at a key moment and retreating.

Committing an assassination, the mission would also include acquiring the weapons and finding ways to transport it without raising the alarms.

Stuffs like this.

Any ideas to put me on track?

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Well, I don't know any of that scripting help you'd need, but I know there is a mod out there that gives all the civilians weapons... both US and opfor. I am not completely sure what the mods called, but I "THINK" it's PKS Gangs or something along those lines. Good Luck with ur mission!

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I'm doing a mission similiar to this, the basic idea is to group your civilians (give each one a name) with an officer from the army that is the enemy of the local troops (so if the troops you are encountering are SLA forces, you would group your civilians to an American officer.) Set the probability of this officer appearing to 0% This will make the soldiers see your civilians as enemies. To prevent them from being attacked, in their init field type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setCaptive true When you want them attacked, set in the on activation field of your trigger <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">civiename setCaptive false where the civiename is the unique name for each civilian. In general this works pretty well, make sure the officer you group the civilians with is the highest ranking member of the group followed by the player civilian.

Good luck!

Rick

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As civillians seem to "behave" different than military units, I also suggest you use "this allowfleeing 0" as they tend to run away on every occasion without it.

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OK, I am having trouble with a mission that uses this concept. I have special forces that are disguised as civies to integrate a town. The setcaptive part works fine and the mission works mechanically but my subordinates stop following my commands after a while, they just kinda get "lost" and never really come back to control. I thought maybe it was a fleeing issue, but setfleeing to 0 didn't help the problem. I think it may be a command chain issue, but I am really not sure. Here's the partial mission if anyone wants to play around with it and comment. Thanks!

Another Failed Rawlings Mission

Rick

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