Tankbuster 1747 Posted June 9, 2007 (Aggh! Title should be Civilians ignored by Opfor) Hmm, can't quite think of an appropriate title for this one, so here goes... I'd like to have two groups of players entering a Opfor held area. One group, will be the usual Blufor squad. The second group, I'd like to be dressed civilians. At least outwardly so; I want one group of blufor to be dressed as civvies, and be ignored by Opfor until the civvies take up arms. I'm planning on having them in a car, maybe they could have guns in the boot. So... I'm not making myself clear here. I want a playable civ who is ignored by Opfor, until the Civ grabs a gun, at which point Opfor should see him as enemy (and ideally, Blufor would see him as friendly at all times) Can it be done? I've tried civs getting an M4 and even when he runs around a Opfor camp shooting soldiers, the rest of them still ignore him. Any ideas, please? Ta. Share this post Link to post Share on other sites
revenicus 0 Posted June 9, 2007 I would also like to know how this could be done. im still a noob with this editor, but i have a small idea of how it COULD work. the civilians first are grouped to an enemy of opfor, who is 0 chance of showing up. then setcaptive is true for all of these. then setcaptive is false once they hold a gun. but i have no clue how the game could check for a gun. like grouping a trigger to the soldiers that says somethign like if primaryweapon not nothing then setcaptive false. i dont know, just throwing some ideas out there Share this post Link to post Share on other sites
Tankbuster 1747 Posted June 9, 2007 I would also like to know how this could be done. then setcaptive is true for all of these. then setcaptive is false once they hold a gun. but i have no clue how the game could check for a gun. That was how I was thinking of going at it, but got stuck there. I planned to have the civs in a car, with the guns in the boot. Share this post Link to post Share on other sites
johnnyboy 3797 Posted June 9, 2007 For Opfor to treat civilian as enemy, and for civilians to treat Opfor as enemy you need to: 1. Create a BLUFOR unit with its Probability of Presence set to zero (drag slider all the way to the left) 2. Group the civilians to the Blufor unit. The Blufor unit never appears in game, but the civs will now be considered BLUFOR by all units. Set them all captive until the moment you want OPFOR to recognize them as enemies. My mission Last Tango in Bagango has opposing factions of civilians (some grouped Blufor, some grouped opfor), if you want to see a working example: http://www.ofpec.com/index.p....29354.0 Share this post Link to post Share on other sites
Tankbuster 1747 Posted June 9, 2007 Of course! Well done, that man! Does this work for player controlled civs, as well as AI? Share this post Link to post Share on other sites
the unknown 0 Posted June 9, 2007 Yes this works for AI and Humans. Just make sure you dont make that bluefor guy a player. Share this post Link to post Share on other sites
mattxr 9 Posted June 9, 2007 This in an init or script set to go off when you want will turn all Civilians to be freindly with EAST and NOT WEST. Quote[/b] ]Civilian setFriend [west, 0]; Civilian setFriend [east, 1]; west setFriend [Civilian, 0]; east setFriend [Civilian, 1]; Share this post Link to post Share on other sites
Tankbuster 1747 Posted June 9, 2007 Right. Good. So, how can we make the civs "break" cover when they grab a gun? Share this post Link to post Share on other sites
johnnyboy 3797 Posted June 10, 2007 For them to grab a gun, you must have some trigger or script that contains the "grab a gun" actions. In that same script, set these civs to "dude setcaptive false" (where dude is the name of a civ unit). You would have to do this for each unit. If its a group of civs, you can do one line of code to set all the units in the group: <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 civGroup1; Above command assumes a group of civilians is named civGroup1 (or the group leader is named civGroup1); Once they are no longer "captive", their enemies will fire on them. Share this post Link to post Share on other sites
Balschoiw 0 Posted June 10, 2007 Quote[/b] ]This in an init or script set to go off when you want will turn all Civilians to be freindly with EAST and NOT WEST. To be used with caution as Bluefor will attack all empty vehicles, empty objects,etc as empty objects are civillian by definition. Share this post Link to post Share on other sites
johnnyboy 3797 Posted June 11, 2007 Quote[/b] ]To be used with caution as Bluefor will attack all empty vehicles, empty objects,etc as empty objects are civillian by definition. Thanks, Balschoiw. Â I was dicking with these commands once and couldn't figure out why the OPFOR started hosing down empty vehicles. Â Now I Â know... One more question regarding: Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Civilian setFriend [west, 0]; Civilian setFriend [east, 1]; west setFriend [Civilian, 0]; east setFriend [Civilian, 1]; Can you use similar set of commands to turn Independent (guerilla in ofp) against civilians, or are independent assumed to be on same side as civilians? Share this post Link to post Share on other sites