Civilian hostility change

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  2. 8 years ago

    ^ seconded

  3. Edited 8 years ago by Cienias

    So far I've got triggers positioned on squares or market areas in cities. We have a certain type of trucks in our FOB marked as humanitarian aid trucks. When they arrive in the area of a trigger, a script is being run, which spawn some civilians nearby, orders them to get near the truck idle there for a while (I'm going to add some animation to it), and then just go away and despawn, and we get improved relations in the area. We're unloading crates with ACE's bananas just for roleplay, but I'll try to script it into scenario mechanics in the future. :P

  4. Edited 8 years ago by HeroesandvillainsOS

    Nice. Please when you get it to a place you're happy with, post it back here. That's fantastic. :)

  5. Sure thing, I'll post it as soon as we check it for any bugs ingame. Probably by the end of next week. ;)

  6. Edited 8 years ago by SpyderBlack723

    Neat idea!

    +1 for bananas

  7. Bananas for the world. Sounds great. Thumbs up for sharing, if you do ;)

  8. Is there anything ACE_banana can't do??

  9. Taxes

  10. That sounds really cool! I look forward to checking it out

  11. Just on this, what's the hostility "scale"? I assume the code

    [getPos player, [side player], 20] call ALIVE_fnc_updateSectorHostility;

    adds 20 points to the scale but what are the break points? At what point will they pick up weapons and start shooting insurgents? (Or you for that matter) or have I got this totally wrong? (Absolute probability)

    Also (and bare in mind I only just started messing around with a server 2 days ago), when you say the code must be run on the server how do I ensure that?

  12. I'll just leave this lying around for locality

    http://killzonekid.com/arma-scripting-tutorials-locality/

    https://community.bistudio.com/wiki/remoteExecCall
    https://community.bistudio.com/wiki/remoteExec

    As for what hostility levels lead to which actions, I'll leave that question for @highhead

  13. I've added a "rehabilitation area" to my base which has like 6 small military building surrounded by a barbed wire fence and guards, ummm I mean "Protection Officers". The idea is that we arrest insurgents and "detain" them in this facility.

    I was thinking I could cover the area with a trigger which repeatably fires every 2 hours and drops their hostility level bit by bit so after say 6-10 hours of reprogramming errrrr I mean rehabilitation they're happy civilians again and are automatically released (or just teleported out?)

    Then I realised I have no idea what I'm doing.

    Could I just put something like

    [getPos trigger1, [side player], -20] call ALIVE_fnc_updateSectorHostility;

    in the on activation part of the trigger, and then use a second trigger to setCaptive false and release them once they're back to being civilians.

    That's a point do they actually swap sides when they become insurgents?

  14. 7 years ago
    Edited 7 years ago by HeroesandvillainsOS

    @SpyderBlack723 or @JD_Wang could one of you guys take a look at my trigger in the image and tell me if this is setup correctly? My trigger is named triggerhostility, and my intent is to have it fire every hour and reduce the hostility of any civ inside the trigger area. Should that work as is or do I need to add anything to my mission files or anything? I'm also not so good at setting up triggers in general and am not sure if I have it setup correctly with the condition and activation stuff.

    http://imgur.com/aGD4rZZ

  15. Sorry for the bump but does anyone have a sec to take a look at my photo?

    I'd debug it myself but as far as I'm aware, there's no real way to test whether it's setup correctly.

  16. I am also curious about Heroes trigger setup. I assume it is correct, but again not sure how to debug it.

  17. I had mine set to anyone present, because as far as I know it doesn't really matter. But as far as I know that should work.

  18. Edited 7 years ago by HeroesandvillainsOS

    I decided to not use it because without some in-game feedback about hostility levels, it was impossible to tell if it was working or not, or how long to hold them for to be effective, etc.

    I certainly like the idea of it though and will revisit it if hostility ever gets some sort of tangible representation.

  19. That's all part of it though. Can you afford to release this guy? Is he still hostile? Talk to him, you'll get an idea.

  20. Edited 7 years ago by HeroesandvillainsOS

    True. But remember, a few posts up I wasn't even sure I had set it up right. So without in-game feedback or confirmation from someone it was hard to justify leaving it in.

    Nice to know I didn't mess it up though. :)

  21. Turn on opcom debug for visible hostility levels

 

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