Civilian hostility change

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  2. 8 years ago

    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?

  3. 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

  4. 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?

  5. 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

  6. 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.

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

  8. 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.

  9. 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.

  10. 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.

  11. 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. :)

  12. Turn on opcom debug for visible hostility levels

 

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