Home   Help Search Login Register  

Author Topic: Getting Resistance ToFire Upon West But For Civilians Not To!  (Read 535 times)

0 Members and 1 Guest are viewing this topic.

Alex

  • Guest
Hey All, How Do You Do It????
Thanks,
Alex

Trasher

  • Guest
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #1 on: 05 Sep 2004, 16:22:26 »
well change it in the Intel section . nobody fires at the civvies :D

Offline Mud_Spike

  • Contributing Member
  • **
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #2 on: 05 Sep 2004, 16:25:18 »
He probably means civilians firing at non resistance-friendlies.
Dont know if there is a generic way to do this while still having resistance units attacking the enemy.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #3 on: 05 Sep 2004, 16:34:14 »
Civvies fire on whoever the Resistance is not friendly to, but the enemy doesn't fire back.

I suspect there is no fix.   Use the group leader trick (Search the forums, I'm not explaining yet again) to get loons on the side you want.    setCaptive might come in handy too.
Plenty of reviewed ArmA missions for you to play

bored_onion

  • Guest
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #4 on: 05 Sep 2004, 19:47:58 »
umm there is a civ resistance addon that comes with an editor upgrade but im not sure how youd work around it with those

if not, you could set all the civies to "never fire" and they wouldnt do it but it gets tiresome after like 50 guys so it depends how many you have

Offline C0LDSt33L

  • Members
  • *
  • Member of the SotM Team
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #5 on: 05 Sep 2004, 20:49:27 »
You could group the civs with a western officer and then put

Code: [Select]
deletevehicle this
in the init field of the officer. This would mean that they wouldn't shoot the west but the resistance would fire on the civs though unless you put this setcaptive true in the init fields. You could use bored_onions suggestion but create one unit that doesn't fire then duplicate him (it's easier than endlessly pasting the init fields). Or you could create one guy, take his ammo and copy him. It depends on the mission really.
« Last Edit: 05 Sep 2004, 20:50:41 by C0LDSt33L »

Offline sim

  • Members
  • *
  • Hot! Real hot! Damn Hot!
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #6 on: 05 Sep 2004, 20:57:20 »
Quote
You could group the civs with a western officer and then put

Code: [Select]
deletevehicle this

Doesn't that delete the units off the map though?  ???

« Last Edit: 05 Sep 2004, 20:58:17 by sim »
The Unsung Campaign Team Leader

Offline Mud_Spike

  • Contributing Member
  • **
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #7 on: 05 Sep 2004, 21:08:41 »
Grouping with a foe has the same effect as SetCaptive which is also global to both sides.

Either noone will fire at you, or both Resistance and Civvies will.
I dont reckon there is a way around this short of removing firing capabilities of the civilians (disableAI?).

@sim
deleteVehicle will only delete one unit, in these examples the phony leader.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Getting Resistance ToFire Upon West But For Civilians Not To!
« Reply #8 on: 05 Sep 2004, 21:14:53 »
Yes, that's the point.     Group leader vanishes but the original unit stays, and he's on the vanished group leader's side.
Plenty of reviewed ArmA missions for you to play