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Found 6 results

  1. Good evening, community! I have found and used a couple of scripts that make enemy AI units surrender in singleplayer (SP). For example, when almost the entire enemy squad is dead and only 1 or 2 units are alive, they will surrender no matter other conditions. And I said "other conditions" because during the last 2 days I've read a lot of topics with information about their behavior and moral as a condition to make them give up. But this is not the case or the result I am looking for. I need a proper script for cooperative and multiplayer missions to give any enemy the possibility to surrender when forced to. If that with the moral is the right way to succeed, I am in! Thank you in advance and cheers! ­čÖé
  2. I made this little thing so that enemies will actually surrender sometimes and you're not forced to genocide them all. It was originally something that I saw Larrow use to make people sit in chairs until they detected an enemy, but I changed it to serve its current function. _h = this spawn { waitUntil {morale _this <= -0.5 && _this call BIS_fnc_enemyDetected}; _this action ["Eject", vehicle _this]; ["ace_captives_setSurrendered",[_this,true]] call CBA_fnc_globalEvent; }; You put it in any unit's init line. If they can see an enemy and their morale goes below -0.5 they will surrender. If they're in a vehicle they should also get out before doing so, but it might not work as expected. You can change the morale level check to to be whatever you want, but be warned: Arma's morale levels are really weird. You also cannot set a unit's morale or change it in any way except through indirect means. All you can do is check its value. Morale can fluctuate between -1.0 and 1.0. Everyone's morale seems to start at 0.8 no matter what their courage or stats are. Courage does, however, affect the rate at which morale recovers after a traumatic event. Courageous units will shake off suppression more quickly than cowardly units, but they will both be suppressed the same amount. If you shoot 30 rounds full auto all around a guy from a few feet away but don't hit him his morale will always drop to exactly 0.198438, at least when I tested it in virtual reality. Once it hits this number it doesn't seem to go any lower unless they get hurt or something else happens at which point it will start to go into the negatives i.e. -0.158. It may also go into the negatives if nearby friends are also suppressed. I don't know exactly what affects morale, but I assume the following: Helps morale: - Being healed - Healing someone else - Killing an enemy - Shooting at an enemy/suppressing an enemy - Nearby friendlies, especially heavy equipment - Large number of units in squad - Outnumbering the enemy and knowing it Hurts morale: - Friendlies dying or being hurt - Killing civilians - Being shot at/suppressed - Strong/powerful enemy units nearby such as tanks or airplanes - Being outnumbered by the enemy and knowing it - Enemies in extremely close proximity or in multiple directions (flanks) You should really edit it based on the units you're using with it. For a WW2 mission with battle-hardened soldiers I chose -0.75. They won't give up easily, but if you kill a lot of people in their squad, spray them with bullets for a long time or flank them really bad and cut them off from everyone else they'll give up. If you wanted something more like Saddam Hussein's army during the coalition invasion then maybe set it for -0.25 or -0.15. You have to experiment a little to find the sweet spot. This way, if you wanted to, you could end a battle without killing a single person just by having overwhelming superiority and firepower. I thought someone might find it useful so I'm posting it here. Obviously, you need ACE, but you can edit this little script to make the enemy surrender in another way that doesn't require ACE if you want to. It is possible that this can cause a weird form of script lag in missions with a large amount of units. This manifests itself as S.T.A.L.K.E.R.: Shadow Of Chernobyl-style microstutter. I believe this is because the engine will check every second for their morale levels until they either surrender or die which can overload the engine. This can seemingly be mitigated to an extent by using the NO LOGS parameter in the Arma 3 launcher.
  3. So, I was hoping to make some missions for my group where we can bring in prisoners for questioning to gain valuable intel. In order to do this however I need to have the enemy surrender sometimes. I tried googling around but I haven't managed to find anything yet. If there is some proper surrendering script out there that takes in variables such as how outnumbered an enemy is, if he's wounded etc. that would be cool but if not I would be completely find with a more simple script that makes the remaining enemies of one side (within a specific area) surrender when there are say... less than three of them left in that area. I found this topic discussing how to make enemies surrender when there are less than 10 of them in the entire map (from what I've understood of that topic) but I couldn't even get that to work it seems. Unfortunately I'm completely at loss when it comes to scripting so I would need help. In other words, I'm looking for a trigger/script with the condition "less than three OPFOR within this area" and the on activation "the last OPFOR within the area puts their hands on their backs and is set as captive". Any ideas anyone? If there are any other good surrender scripts/ideas I would like to hear them as well. We do use Alive though so anything that is relying on groups that are present when the mission starts etc. won't work I suppose. (My idea here was to have a minimum amount of enemies placed in these areas at start and then having more spawn by Alive, that way they won't just surrender right away or something)
  4. Hello, I'm using the actions surrender command found here https://community.bistudio.com/wiki/Arma_3_Actions#Surrender. I'm able to get it to work and what I've also done is add an action to the surrendered unit called "Secure Prisoner" using the addaction command. The "Secure Prisoner" command then causes the surrendered unit to join the unit performing the action, however, the surrendered unit is frozen and unable to follow its new group. I've tried to enable AI using the enableai command but it's not working an I've had no luck with searches. Would anyone like to help me out? Thanks in advance :-)
  5. So, i was tryng to make the AI (opfor) present in the entire level surrender when their total force is reduced to below 10 alive. So in the "On condition" space on the trigger configuration, I inserted the code below: ({alive _x && side _x == east} count thisList) < 10 The "on condition" part above works fine, if i select end#1 and kill some of the enemy. in other topic (from 3 years ago), someone gave a solution to a similar problem with a code that goes like this: ["({(side _x) == east} count allUnits) <= 10", "{if(side _x == east) then { _x playMoveNow 'AmovPercMstpSsurWnonDnon'; _x disableAI 'ANIM'; _x setCaptive true;}} foreach allUnits; win = true;", ""]; So i tried to insert that in the "On activation space" only this part: "{if(side _x == east) then { _x playMoveNow 'AmovPercMstpSsurWnonDnon'; _x disableAI 'ANIM'; _x setCaptive true;}} foreach allUnits; win = true;", ""]; I tried understand the mistake and change some brackets or inserting the original code, and i still get a error (more common one is "on activation missing"). And of course, it doesn't work because i really dont know what i am doing. I not sure if i am making a mistake on the On condition and on activation spaces and how this sections work or is some brackets that i leave behind. (I cannot find a surrender module o A3 either) If someone could help. The original post of 2013. https://forums.bistudio.com/topic/158387-how-to-entire-side-surrender/?hl=surrender Ps- Sorry for the bad english.
  6. I'm making a mission about Polish police where you need to chase criminals. I've placed Surrender Module so after some time of chasing, criminals stopping their cars, getting out them and surrendering. That's a perfect moment for mission to end. How to make a trigger that activates by their surrendering? Thanks!
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