Arma 3 > General Discussions > Topic Details
iGame360fficial Feb 10 @ 7:46am
PMC and African Rebel Forces
Is there a way to make it to opfor unit dont open fire on PMC units? I have the option "Indepent forces are friendly with opfor" And they still light them up.
Showing 1-11 of 11 comments
< >
L3TUC3 Feb 10 @ 8:28am 
this setCaptive true

Or group the PMC with an Opfor colonel with a probability of 0%.
iGame360fficial Feb 10 @ 10:30am 
But shouldn't that "Indepent forces are friendly with opfor" option stop them? I dont want them to be captives. More like Contractors helping rebels or something.
L3TUC3 Feb 10 @ 11:19am 
It's just a command that stops the AI from seeing them as enemies. They can still move and whatnot.

The grouping option works to.
Nobody Feb 10 @ 11:51am 
Or in the init.sqf

EAST setFriend [GUER, 1];
Last edited by Nobody; Feb 10 @ 11:51am
Lafferty Feb 10 @ 12:02pm 
Never manually do this via grouping, syncingto objects or what not its to tedious and nobody above is correct and has the absolute right idea. The only problem is if you want them to switch sides during a mission which is more tricky if not impossible.

If you can always use scripting (dynamic) as this is the most efficient and its pretty much global depending on what you are doing.
Last edited by Lafferty; Feb 10 @ 12:03pm
iGame360fficial Feb 10 @ 6:11pm 
I just want the PMC contractors and the Africans not to kill each other. When their together. The Africans are like "♥♥♥♥ this" And open fire. As the Contractors either run away or lay down.
Nobody Feb 10 @ 11:04pm 
you could also put in the init.sqf line:
grp_pmccontractor_e = createGroup EAST;
grp_pmccontractor_g = createGroup GUER;
there you add your PMC contractors into this group with this command in your script/trigger(give the pmc units in the editor names, like con_1, con_2 etc):
[con_1, con_2] join grp_pmccontractor_e;
Then when you are done you can change them back on the fly (via trigger e.g):
[con_1, con_2] join grp_pmccontractor_g;
Last edited by Nobody; Feb 10 @ 11:06pm
iGame360fficial Feb 12 @ 4:38pm 
Originally posted by Nobody:
you could also put in the init.sqf line:
grp_pmccontractor_e = createGroup EAST;
grp_pmccontractor_g = createGroup GUER;
there you add your PMC contractors into this group with this command in your script/trigger(give the pmc units in the editor names, like con_1, con_2 etc):
[con_1, con_2] join grp_pmccontractor_e;
Then when you are done you can change them back on the fly (via trigger e.g):
[con_1, con_2] join grp_pmccontractor_g;
Why does scripting have to be confusing!
Nobody Feb 12 @ 5:03pm 
It's not confusing, it's simple and logical.
L3TUC3 Feb 12 @ 5:14pm 
Originally posted by Nobody:
It's not confusing, it's simple and logical.

Once you grasp it. At the start is goobledegook.
iGame360fficial Feb 12 @ 5:18pm 
Originally posted by L3TUC3:
Originally posted by Nobody:
It's not confusing, it's simple and logical.

Once you grasp it. At the start is goobledegook.
Dam straight its goobledegook
Showing 1-11 of 11 comments
< >
Per page: 15 30 50
Date Posted: Feb 10 @ 7:46am
Posts: 11