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you can do something like _this setCaptive true in a unit's init to have the script ignore them if you are making a mission if that's what you mean.
but for the whole side would require some logic rework. i've updated the script to support such a situation, but keep in mind that this can sometimes be inconsistent if you have someone on the player's side that's a teamkiller or somehow gets a negative rating.
also to directly answer your question, you would have to modify the Antistasi mission in the editor to include this script object then export the mission as a customized Antistasi mission for your use. without re-writing it, it will not work if executed using a module to a mission that is already running.
the game logic object must be initialized on mission start, so it can't be added during a mission without refactoring. however, yes it's perfectly compatible with the Zeus game mode if you're building the mission in the editor. be aware that you might have unusual situations if you forget to set a unit to "captive" (like surrender of an AI that is doing an animation of sitting will break that animation cycle and probably embed the AI in an object or something weird).
for any such AI, i recommend executing "this setcaptive true;" from the server or wherever it is local. Zeus enhanced can do this with a module iirc.
if you do not have any special AI like that, it will work with any normal AI spawned. i originally wrote this script for my own Zeus missions where players can surrender enemy AI or civilians, et c; but any special AI that i wanted to be ignored by the script (animated AI, cutscenes, hardcore spec ops guys, et c) would be captives in their init.
Hi! Quick question (I don't understand moding and scripting of Arma that much and am not much wiser from forums), is it possible to use this in Zeus (not Eden)? I would love to implement surrender system like this to our Antistasi LAN. Thx in advance for any answer.
i think the animation you want is "Acts_AidlPsitMstpSsurWnonDnon04".
Just having a hard time finding the animation that sit the unit on the floor with her hands behind their back. I have the one that the unit is standing up with the weapons on their back with their hands behind their head working okay but I would like to find the other one. Do you happen to know that code for that animation. avibird
probably, however it's written with CBA and ACE explicitly in mind for animations and functions and would require a re-write to separate it from ACE easily.
there already is code to handle ACE_medical_isUnconscious unless the gvar changed and i missed that update. i'll review that and change it that so it's current.
edit: looks like the gvar did change, ah well. i'll update this script composition. thanks for pointing it out :)
It's simple, straight-to-the-point, and works in dedicated so it gets a
Only changes I made: added a check for unconscious units so you can't, uh, make unconscious people surrender and switched out the hints for BIS_fnc_showSubtitle
a few times, however it would require a bit of a rewrite and i currently lack the time to bang it out. once i get some vacation time i'll probably revisit this once my DRO ACE updates are more complete.
when players are not around they will eventually try to escape, but it takes time and will not work if they are not simulated (if you have dynamic simulation enabled for their group). the "escape" chance is 20% by default, although you can modify this by changing line 106 from 80 to 50 or something (non zero). the smaller the number, the higher the chance to escape, setting it too low will almost guarantee an escape attempt however this might be weird in some scenarios.
generally, i recommend if someone surrendered and aren't in custody, just ignore them and continue the mission.
it isn't a module. as it says in the description:
"To use, under modules -> compositions -> steam workshop, find this composition and place it in your mission. Then as a player, have a weapon and get close enough to a non-captive civilian or enemy AI to threaten it with your weapon. To update an existing mission with the game logic already placed, just delete the old composition and place the updated composition then save/publish your mission again."
but it's a good idea to have an interaction where you can tell them to go away or something so you don't waste a zip tie et c. the script is designed and intended to "run in the background" of a mission with no user interaction.
do you mean force a surrender by pressing a key? sure, however that can be done without this script at all and just with a trigger or eventhandler that waits for the input.
unfortunately this script requires both CBA_A3 and ACE3 to be loaded to function. i am not familiar with Direct Action, but if it is ACE compatible then you should be able to open a copy of the mission in the 3den editor, navigate to compositions and place it on the map somewhere, then save the mission and play it as singleplayer like normal.
the only downside is that some missions that have specific scripted sequences might get broken if the AI surrenders when they should instead be following the script...
units will not surrender if they are marked "captive" in the mission, or if you are not armed/aren't pointing a weapon at them. you can also interact with them with ACE to release prisoner as well.
I encountered a problem on an undercover mission. A unit was passing in front of me, and obviously it surrendered. It was not my wish. Do you think you have a solution or an add action for the action?
THX !! ;)
yes, although i would not recommend it without consideration that it will affect any cursorObject in range that otherwise meets the definition.
once placed in your mission, edit line 57 (_target distance _player < 12) to (_target distance _player < #) where # is the distance you prefer.
by action range do you mean the range at which players can force AI to surrender or some other range?