Home   Help Search Login Register  

Author Topic: Civilian Weaponry  (Read 491 times)

0 Members and 2 Guests are viewing this topic.

shadow99

  • Guest
Civilian Weaponry
« on: 07 Nov 2004, 21:05:46 »
This is absurd. I have a group of civilians linked to an eastern officer ranked higher than them, and I deleted the eastern officer with 'deleteVehicle this' in the init field. At the start, these civilians are set as captives so the player's team will not fire upon them. As soon as the civilians open fire on the westerns however, the 'setCaptive' status is removed and the westerns can gun them down as they will.

Here's the thing. If the player goes toward a civilian (or eastern, technically) dead body and changes/takes weapons, the officer of the squad will give the order to target the player and kill him. Absurd. If the player does not exchange or take weapons, the mission resumes as normal.

I will take any suggestions to stop this happening, but mainly, my question is how to disable the player from taking the weapons from the civilians, while still be able to take weapons from the TRUE easterns?

Offline Triggerhappy

  • Contributing Member
  • **
  • Llama, it's what's for dinner.
Re:Civilian Weaponry
« Reply #1 on: 07 Nov 2004, 21:45:21 »
give each of them a "killed" eventhandler:
this addeventhandler ["killed", {this setcaptive false}]

they might be shooting the unit because they are still labeled as captives

shadow99

  • Guest
Re:Civilian Weaponry
« Reply #2 on: 07 Nov 2004, 22:06:02 »
You're suggesting that they are shooting the player because the player shot a captive?

If so, this is not the case. The only reason the officer shoots the player is if the player takes one of the dead civilian's weapons.

Offline Triggerhappy

  • Contributing Member
  • **
  • Llama, it's what's for dinner.
Re:Civilian Weaponry
« Reply #3 on: 07 Nov 2004, 22:24:45 »
well, this whole thing is wierd because i just tested it and i didn't get shot ???

did you try what i said though?
otherwise you would need to use a script that would delete all if the civs stuff and then recreate it in uh... forget what its called, an invisible ammo crate (weaponholder?)

which wouldn't be too easy i don't think  :P
« Last Edit: 08 Nov 2004, 01:46:32 by Triggerhappy »

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Civilian Weaponry
« Reply #4 on: 08 Nov 2004, 01:04:09 »
I'm guessing that what's happening is that the player taking the weapon is somehow turning the Eastcivvies back into civvies.    The player's rating goes negative (because he has shot a bunch of civvies) and his squad leader shoots him because that's what happens when your rating goes low.

If that is right, then you might be able to fix it by addRating 10000 at the start of the mission and then addRating -10000 at the end so that the player's score is correct.

Plenty of reviewed ArmA missions for you to play

shadow99

  • Guest
Re:Civilian Weaponry
« Reply #5 on: 08 Nov 2004, 01:44:54 »
You're right macguba. Problem solved. Thank you!