Arma 3
Mission help
Hi there,
I want the independent faction become hostile towards civs during a mission; ie they drive into a city, get out, walk through it and then open fire and hunt the civs down.
I tried independent setFriend [CIVILIAN, 0] with a trigger, civs grouped together with a high rank bluefor with probability of presence on 0 and then setcaptive in the inits with a trigger that sets setcaptive false for all civs and I don't get dofire to work either.. and I never understood how joinsilent works, help? :KSad:


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Showing 1-15 of 23 comments
oldwrld Oct 26, 2013 @ 3:46pm 
Take a civilian make him a LT( or the highest rank), then set his visablity to 0 via the slider. Next take a lower ranked Opfor rifleman and group him to the "invisible" civlian and that makes the civilians now hostile to the Opfor and vice versa (As in the Opfor will fire upon civs thinking of them as independants.

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.
Last edited by oldwrld; Oct 26, 2013 @ 3:56pm
Kraft ☢ Squad Oct 26, 2013 @ 3:58pm 
Thanks for the help but that would make them hostile from the beginning, I want the independent forces to become hostile towards civs after they reached a certain point
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.
Last edited by Kraft ☢ Squad; Oct 26, 2013 @ 4:09pm
Kraft ☢ Squad Oct 26, 2013 @ 8:12pm 
anyone?
Theo Hardmeier Oct 26, 2013 @ 8:30pm 
You can always

Originally posted by PFC Kraft 29th ID:
Thanks for the help but that would make them hostile from the beginning, I want the independent forces to become hostile towards civs after they reached a certain point
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.
Kraft ☢ Squad Oct 26, 2013 @ 8:32pm 
I already said that I tried the setcaptive command with a trigger that sets setcaptice false for all the civs when the independent troops enter the village, but it just does not work. They run around in combat mode but don't open fire on the civs

maybe it's broken because I'm using the dev build :I
Last edited by Kraft ☢ Squad; Oct 26, 2013 @ 8:33pm
Theo Hardmeier Oct 26, 2013 @ 8:35pm 
FYI you did set independant to be enemy for blufor first?

Seems silly but have you.

You can also play with this command.
http://community.bistudio.com/wiki/sideEnemy
Last edited by Theo Hardmeier; Oct 26, 2013 @ 8:35pm
Kraft ☢ Squad Oct 26, 2013 @ 8:40pm 
Yes, I made them hostile to Bluefor and Opfor.

How do I have to use the sidenemy command? The description is rather vague.
Last edited by Kraft ☢ Squad; Oct 26, 2013 @ 8:40pm
Theo Hardmeier Oct 26, 2013 @ 8:40pm 
Actually I found this with a quick google search.
Seems much better.

http://forums.bistudio.com/showthread.php?100409-How-to-make-AI-killing-Civilians

Last edited by Theo Hardmeier; Oct 26, 2013 @ 8:40pm
Theo Hardmeier Oct 26, 2013 @ 8:44pm 
Or have a looks at this.

Good luck.

http://community.bistudio.com/wiki/Side_relations
Kraft ☢ Squad Oct 26, 2013 @ 8:53pm 
I tried that as mentioned in the OP but they simply won't do it.
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.
Last edited by Kraft ☢ Squad; Oct 26, 2013 @ 8:54pm
Theo Hardmeier Oct 26, 2013 @ 9:17pm 
Originally posted by PFC Kraft 29th ID:
I tried that as mentioned in the OP but they simply won't do it.
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.
Kraft ☢ Squad Oct 27, 2013 @ 1:35am 
Is there any possibility to keep them friendly till a certain point has been crossed?
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
Theo Hardmeier Oct 27, 2013 @ 2:36am 
Originally posted by PFC Kraft 29th ID:
Is there any possibility to keep them friendly till a certain point has been crossed?
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?
Kraft ☢ Squad Oct 27, 2013 @ 2:59am 
activation: independent
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
Last edited by Kraft ☢ Squad; Oct 27, 2013 @ 3:01am
Theo Hardmeier Oct 27, 2013 @ 3:08am 
Originally posted by PFC Kraft 29th ID:
activation: independent
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.




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Date Posted: Oct 26, 2013 @ 3:42pm
Posts: 23