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Just place those two somewhere on the editor where they wont be trouble.
In ARMA 2 and OA its the same way without alot of scripting. Just take a civ, make him the highest rank, take a lower ranked unit you want the "Civs to imiate" if you will and group em and it is so.
so the civs don't run around like headless chicken / go prone or call out independent guys (though I think theres a command to disable the AI chatter so thats not so important) before they get shot at
btw I'm using the dev build if that makes any difference.
Do what he says but use the setcaptive command.
If you use the setcaptive command they wont be hostile until you remove it.
Just once independant get to the area you remove the setcaptive and bang shooting should start.
maybe it's broken because I'm using the dev build :I
Seems silly but have you.
You can also play with this command.
http://community.bistudio.com/wiki/sideEnemy
How do I have to use the sidenemy command? The description is rather vague.
Seems much better.
http://forums.bistudio.com/showthread.php?100409-How-to-make-AI-killing-Civilians
Good luck.
http://community.bistudio.com/wiki/Side_relations
INIT: CIVILIAN setfriend [INDEPENDENT,0]; INDEPENDENT setfriend [civilian,0] in a trigger activated by independent - causes them to ignore behaviour values (although they haven't even activated the trigger.. the same stuff happens when I put it on Radio) that I've set with my various waypoints, they just run towards the civs and aim at them forever without doing anything else
I'll test it now in the stable build.
The setfriend command only works properly at mission start.
Using it during the mission cna cause the ai to act funny.
http://community.bistudio.com/wiki/setFriend
Description:Sets how friendly side1 is with side2. For a value smaller than 0.6 it results in being enemy, otherwise it's friendly.
Intended to be used on mission start. Changing value during mission can cause unexpected errors in AI behavior.
I tried setcaptive true and then a trigger that sets them all to false but that doesn't work.
Sorry I'm really noobish :o
Is the trigger even firing?
Whats the condition?
once
present
condition: this
however, I need to get the setfriend command to work first, if I put that (CIVILIAN setfriend [INDEPENDENT,0]; INDEPENDENT setfriend [civilian,0]) in the unit inits they do the same derpy thing and aim/look at each other while screaming commands
Thats the thing, the setfriend command is known to cause ai bugs when you use that during mission.
Also the setcaptive command will also cause issues in this situation.
http://community.bistudio.com/wiki/setCaptive
If you change a unit from captive to no longer captive (for example, to "reveal" an undercover unit), enemy units that already have prior knowledge of the unit as a captive will only partially engage, making it very easy for the undercover unit. This seems to be a bug.
However other enemy unit the unit later encounters will engage freely with full force.