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Rexxenexx

Can someone try this and see if it's a bug.

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If I use

 WEST setFriend [CIVILIAN, 0];
 WEST setFriend [EAST, 0];
 WEST setFriend [RESISTANCE, 0];
 CIVILIAN setFriend [WEST, 0];
 CIVILIAN setFriend [EAST, 0];
 CIVILIAN setFriend [RESISTANCE, 0];
 RESISTANCE setFriend [WEST, 0];
 RESISTANCE setFriend [EAST, 0];
 RESISTANCE setFriend [CIVILIAN, 0];
 EAST setFriend [WEST, 0];
 EAST setFriend [RESISTANCE, 0];
 EAST setFriend [CIVILIAN, 0];

in the init.sqf -the mission has playable units on all sides- the ammo crates are only able to be opened by the Civilians. (The crates are stock west and east crates)

I've cut it down to:

 CIVILIAN setFriend [WEST, 0];
 RESISTANCE setFriend [CIVILIAN, 0];

Where only "CIVILIAN setFriend [WEST, 0];" works and if "RESISTANCE setFriend [CIVILIAN, 0];" is added then Indep. can't open crates. US can open crates. So is Civilan some kind of loose side which doesn't get affected -ammo crate wise- by the setFriend code? If that makes any sense?

Edited by Rexxenexx

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if you do it the original way can everyone still get the gear menu on vehicles? if so then script it so you have a vehicle where each ammo box should be that is full of everything you want them to have. have not tried your code but it sounds like a bug to me

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Yea, using both the first or second codes you can get in vehicles. Putting vehicles where I have ammo boxes won't look right ;) Their all over the map hidden sometimes near trees. I'll try naming an ammobox and put code after the setFriend code to empty then add stuff.

This bug and the First Aid bug seems like major basic problems, I hope a Dev see's this.

EDIT: If I remember correctly, as soon as you <this_side> setFriend the <this_side> loses access to ammo boxes. Except Civilians. If you join the game as a Civ. you can grab from any ammo box like normal.

EDIT2: I just tried empty/add with,

 CIVILIAN setFriend [WEST, 0];
 WEST setFriend [CIVILIAN, 0];
 RESISTANCE setFriend [CIVILIAN, 0];
 CIVILIAN setFriend [RESISTANCE, 0];

removeAllWeapons ammo_1;
ammo_1 addMagazine '5x_22_LR_17_HMR';
ammo_1 addMagazine '5x_22_LR_17_HMR';
ammo_1 addMagazine '5x_22_LR_17_HMR';
ammo_1 addMagazine '5x_22_LR_17_HMR';
ammo_1 addMagazine '5x_22_LR_17_HMR';
ammo_1 addWeapon 'Huntingrifle';
ammo_1 addWeapon 'Binocular';

no dice... :P I'll try a veh. same code, I'm sure it'll work but I can't use it if it does.

EDIT3: Hey, the gun Icon (gear) that pops up on the back of a HMV doesn't show. I commented out the "WEST setFriend [CIVILIAN, 0];" line and it shows.

BTW using the code above and naming a M2 HMV "ammo_1"puts the rounds in the M2. Never tried it because I know thats not how you add cargo, but its funny! :D

EDIT4: For sure now it stops any access to ammo in anything. "ammo_1 addMagazineCargo ['5x_22_LR_17_HMR',8];" on anything doesn't show up if you use setFriend. Commented out shows up.

Edited by Rexxenexx

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Empty objects are civilian. If you got into a vehicle it would become your side.

Maybe you can make civilians friendly to everyone, but give the civilian players negative scores so that they will become sideEnemy.

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Hmm that explains why only the civs can access the boxes...I'll try the neg score.

EDIT: Hang on, if I do that wouldn't the Civs be against eachother?

Edited by Rexxenexx

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Ok, well what if you setCaptive the ammo boxes, if possible.

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Man good idea, but still didn't work. :P I'll try passing it after the mission starts instead of "this setCaptive true" in its init...

UPDATE: Nope. Even 5.0 sleep and "ammo_1 setCaptive true;" didn't work. I'm out of ideas. The best I can do for this mission is not setting the east, west, or resistance friend 0 to the civilian side just to play the game, then wait for a fix. BTW guys FYI if a trigger is over any empty vehicle (on my mission m2hmv and mgunoffroads) and you have a Civilian trigger over them, when the mission starts the trigger will go off.

XaJUX8tq08Y

---------- Post added at 07:30 PM ---------- Previous post was at 07:08 PM ----------

Lol, I have an idea. I put the blanket setFriend code:

  WEST setFriend [CIVILIAN, 0];
  WEST setFriend [EAST, 0];
  WEST setFriend [RESISTANCE, 0];
  CIVILIAN setFriend [WEST, 0];
  CIVILIAN setFriend [EAST, 0];
  CIVILIAN setFriend [RESISTANCE, 0];
  RESISTANCE setFriend [WEST, 0];
  RESISTANCE setFriend [EAST, 0];
  RESISTANCE setFriend [CIVILIAN, 0];
  EAST setFriend [WEST, 0];
  EAST setFriend [RESISTANCE, 0];
  EAST setFriend [CIVILIAN, 0];

to trigger 0 to 1 every couple minutes -or however long- and notify the players when they are allowed to get ammo.LOL. Because I just put that code to pass 60 sleep after the mission starts and it WORKED! Oh well I guess this is better than having score problems and AI problems...I'm still hopeful BIS will fix Empty to be a totally different side.

Edited by Rexxenexx

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yea, it would be nice. you could put an ammo script on a small vehicle like a motorcycle, then put a gamelogic into the driver of the motorcycle to make it on your side.

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