demonized 20 Posted August 3, 2011 (edited) place a marker at your police station vehicle parking space. place a marker at the civilian holding area. once the civi is in landrover, run this code: (driver landrover) doMove (getMarkerPos "parkingMarker"); waitUntil {unitReady (driver landrover)}; unassignVehicle civilianman; [civilianman] orderGetin false; waitUntil {(vehicle civilianman) == civilianman}; civilianman doMove (getMarkerPos "holdingmarker"); waitUntil {unitReady civilianman}; [civilianman] joinSilent grpNull; // only added if he is in captive group and now he is all alone waiting for interrigation. doStop civilianman; this is ofc asuming that there is no threats at all to the police landrover, if so youll need to either script in for that or exit script if driver is dead or captive is dead etc.. Edited August 3, 2011 by Demonized Share this post Link to post Share on other sites
Gameboy789 10 Posted August 3, 2011 Hi. I was wondering how you can make an IED from a trigger? Thanks! Share this post Link to post Share on other sites
demonized 20 Posted August 3, 2011 Hi. I was wondering how you can make an IED from a trigger? Thanks! and what inspired you to post the question in a thread about arresting??? :rolleyes: use search function Share this post Link to post Share on other sites
kylania 568 Posted August 3, 2011 Hi. I was wondering how you can make an IED from a trigger? Thanks! Direct from BIS: http://forums.bistudio.com/showthread.php?t=107584 Share this post Link to post Share on other sites
Gameboy789 10 Posted August 4, 2011 and what inspired you to post the question in a thread about arresting??? :rolleyes:use search function In the first post he says he had an IED. And also what would you guys recommend for a explosion that will blow up the humvee but not that big of a damage radius? Thanks! Share this post Link to post Share on other sites
kylania 568 Posted August 4, 2011 "R_57mm_HE" isn't bad. View those tutorial videos. Share this post Link to post Share on other sites
mikie boy 18 Posted August 6, 2011 hey chaps - just for info a while ago i built a similar script for capturing suspects etc based on kylania's idea - but on a dedi i had issues with everyone seeing the animations - so just in case anyone has that issue - ive posted the work around... apologise if this is of no use... init file place if (isServer) then { "terrorsurrender" addPublicVariableEventHandler { ((_this select 1) select 0) playActionNow ((_this select 1) select 1); }; }; and whatever file the actions is scripted paste... _movement = "Surrender"; if (isServer) then { _civil playActionNow _movement; // for hosted environment } else { terrorsurrender = [_civil, _movement]; publicVariable "terrorsurrender"; }; sleep 2; Share this post Link to post Share on other sites
smokedog3para 365 Posted August 6, 2011 Thank's for the help sounds good i had a though about the search action is it possible to when the action comes up to search could it open the civs invetory box like a backpack or ammo box. So you can see what they carry not just a true or false like at the moment as xxx amount of cash maps radios binoculars can all be items of evidance of enemy activity then if items are there you can then get a second action for arrest . Thank's again Share this post Link to post Share on other sites
demonized 20 Posted August 6, 2011 Thank's for the help sounds good i had a though about the search action is it possible to when the action comes up to search could it open the civs invetory box like a backpack or ammo box.So you can see what they carry not just a true or false like at the moment as xxx amount of cash maps radios binoculars can all be items of evidance of enemy activity then if items are there you can then get a second action for arrest . Thank's again you could "fake" it, attach a invicible weapon holder on the civ and then add in whatever objects you wish to find, then check if player is taking out any "evidence" of the weapon holder, "indicating" that eveidence is found, if player does not take it, he "has not found any evidence" this way you would actually see whats inside, and if you remove an item it can be checked by simply if not in holder anymore its found. Share this post Link to post Share on other sites
smokedog3para 365 Posted August 6, 2011 Hi and thanks again I'm just getting my head round it but have you a quick example if you have time cheers Share this post Link to post Share on other sites
demonized 20 Posted August 6, 2011 After some testing: Placing a civ called civ and placing this in player init in SP. _null = [] spawn { _pos = [(getPos player select 0)+0.5, (getPos player select 1)+0.5, getPos player select 2]; _weaponBag = "WeaponHolder" createVehicle _pos; _weaponBag setPos _pos; {_weaponBag addWeaponCargo [_x,1]} foreach ["Laserdesignator","itemmap"]; _weaponBag attachTo [civ,[0,0,2]]; waitUntil {!("Laserdesignator" in (weapons _weaponbag))}; hint "you found some evidence"; }; Youll see that the civ has the weapon holder with map and a lasermarker ca below his neck. Youll see that the hint comes right away so the check if taken out is not working properly. Also when i set hideObject on _weaponbag it also removed the ability to acces it so no point using that. Using ammoboxes would alo be kindof not good since youll see that it is a US ammo box etc. I wouldnt want to use this method. Since the intent is to create some more realism, id suggest a extensive random chance addaction system or a dialog with custom graphics, click on arm part, find hidden knife etc.. Share this post Link to post Share on other sites
f2k sel 164 Posted August 6, 2011 I think in the early days of ARMA2 you could have done this easily using deletecollection as it only made the object invisible but unlike hideobject the other properties remained intact such as the ability to target it and use the actions placed upon it. You could have picked a small item and just attached it to the unit then just searched to find the item with the action on it. In fact I don't think you even need an action as cursortarget could display what it found. I really miss the fully functional DeleteCollection. Share this post Link to post Share on other sites
demonized 20 Posted August 7, 2011 just stumbled upon something regarding the search prisoner question. [url="http://community.bistudio.com/wiki/createGearDialog"]createGearDialog[/url] [player, "RscDisplayGear"]; this opens the players own gear dialog with no animations played. it shows players full inventory. 1: One could use this in a way, add an action to a prisoner called "search". 2: Then when action is activated by player, make player play a animation, something that makes player put weapon away. 3: Collect all inventory of player in a list, and then remove all off it from player. 4: add the evidence to player unit if the suspect "has any evidence". 5: make player drop whatever items he deem like evidence, when dropped it means its found, and make sure to setVariable to suspect whats been dropped etc. if dropped item is made "vital evidence" by mission maker, just check if player no longer has the item(weapon) and gear dialog has not been closed and then run some code for the situation. 6: when player closes gear dialog, readd the inventory from step 3 and make him select weapon again, "faking" taking out the rifle again. there will be several pitfalls wich need to be accounted for, like NVG active, etc but afaik this is best soultion without doing a custom, and often advanced dialogs yourself. for finding if gearmenu is still open you can most like use dispalyEventhandlers or something similar. http://community.bistudio.com/wiki/User_Interface_Event_Handlers or maybe this is allround sufficient: http://community.bistudio.com/wiki/dialog one can add random chance of items etc with this method, "faking" really well hidden, for example map in buttcracks.... (3 Kings reference :D ) Share this post Link to post Share on other sites
smokedog3para 365 Posted August 7, 2011 Cheers guys for your input I tried the way you said with the weapon holder the civ instantly dropped the ammo on floor when i stood next to him so I did not get it working that way. Create gear was the way i was thinking like how you can search a dead guys body but with a live person and just have the gear button as a search button changed from interrogate which opens gear inventory for you to see what they carry. i can keep the true false part of the script for naming the illegal item so arrest still shows when i have looked in units gear the script can check up items that make him arrestable And if illegal items are there then use the arrest civ as I can add items the addweapon to there inventory as I have got civs with these items but only can check equipment when i have shot them lol Thanks again think im out my depth with this 1 have to do loads more reading and testing Share this post Link to post Share on other sites
f2k sel 164 Posted August 7, 2011 (edited) I like Demonized Idea but it's way beyond me. Here's away to give a Civ an invisible backpack. http://www.sendspace.com/file/qxt3is Warning do not give a Civ any backpack that has weapon assembly items in it as this seems to crash the game. I use the Alice Backpack. Your not really giving the bag to the CIV I guess you can't put other things in them which causes the problem. Just walk up to the Civ and search him, there's a little random element so you may need to search a few times. That could use some improvement. Edited August 7, 2011 by F2k Sel Share this post Link to post Share on other sites
smokedog3para 365 Posted August 7, 2011 Hi guys little update i merged the 2 scripts together so now you can question and on question it plays anim and brings up gear menu if illegal items are there it then gives the option to arrest but then he just teleports which is not what i want any ideas just take out the teleport and use as my police car as a hold over Share this post Link to post Share on other sites
kylania 568 Posted August 7, 2011 While it's really cool to have a car drive up, pick someone up and drive off is that entirely critical to your mission? There's a lot of complexity involved in getting that to work and a lot that can do wrong and a lot that players simply won't even see. So does it really need to be part of the mission? Share this post Link to post Share on other sites
demonized 20 Posted August 7, 2011 (edited) Hi guys little update i merged the 2 scripts together so now you can question and on question it plays anim and brings up gear menu if illegal items are there it then gives the option to arrest but then he just teleports which is not what i want any ideas just take out the teleport and use as my police car as a hold over dont use teleport for anything if goal is to have visual events. there is some tied animations, or just the surrender animation you can play on suspect when he is arrested, then you can script policecar to doMove to suspects position, and while waiting for car to arrive you can check for bluefor nearby then stay captured, else run away (freedom), when car is at pos and if suspect is there, assignAsCargo suspect to car and ordergetin, then car domove to holding area, unassignvehicle suspect ordergetin, and domove to "cell", wait for next suspect to be arrested and repeat for the car. Edit: but as kylania said, is it really neccesary? maybe you can use distance from any players to speed up the process, like spawn the police car 1000 out of any players reach centered on suspect position. do the drive and getin part from there. once suspect is in cargo, drive away, when car is 1000 from any players again, setPos suspect to his cell/jail, and setPos or deletevehicle car.. several ways of approaching it, spawning is way easier(for you and server/mission load), and better for potential snags than actual driving all the way. it is Arma AI and we all know they are abit daft at times. Edited August 7, 2011 by Demonized Share this post Link to post Share on other sites
smokedog3para 365 Posted August 10, 2011 thanks again for the help i have it in the bag now ill put a demo out tomoz on armaholic its a raid as a demo breach the compound find evidence and arrest the guilty Share this post Link to post Share on other sites