What's the correct way to deal with naughty civilians?

  1. 8 years ago

    Using the insurgency module, whenever you come across civvies hauling explosives, what's the best way to deal with that? Shoot them or arrest them? And once you've arrested them, if that's what you do, what next? They just run around you for ages which makes me want to shoot them! Any top tips out there? Don't want to piss off the rest of the nice civvies!

  2. That's the choice you have to make. Maybe escort the civies away, or you could set up your own script so that you could escort them back to base then delete them so that you know you will not be pissing off civies.

  3. Doing the above would simulate you arresting a naughty civ and then handing them over to authorities that would interrogate them and keep them prisoner, i.e. CIA

  4. So there's no officially correct way to deal with them within alive? If they de spawn, will that delete them? Presumably disarming them and releasing them isn't effective or is that going to help the insurgency? Sorry if there's a tutorial out there, I couldn't find it!

  5. You blow their heads off

    For real, like Dixon mentioned them, arresting them and holding them for a period of time usually does the trick. The active commands (get weapons, ied, etc) tend to fall off over time, so arresting the civilian and holding them for short period of time will usually "scare" them back into shape :) .. or you could blow their heads off, either way works.

  6. There is no official way to deal with them. Alive provides the environment, and you got to handle the situations in your own way. Here is the official wiki regarding the insurgency http://alivemod.com/wiki/index.php/Insurgency

  7. ^what @SpyderBlack723 said.

    @SpyderBlack723 You blow their heads off

    +1

  8. Cool, thanks. I know there is no official way in the sense of correct, but there's a degree of knowledge required about the way Alive works to know what the "right", as in optimal, path is, when dealing with insurgencies!

  9. @incontinenetia Cool, thanks. I know there is no official way in the sense of correct, but there's a degree of knowledge required about the way Alive works to know what the "right", as in optimal, path is, when dealing with insurgencies!

    Well said. I was trying to convey that to you but I fail at speaking lol.

  10. Would be cool if the Cust Object mod had a option for a small prison/jail for a spawn comp.

  11. How are you imagining using something like that? Would anything or anyone be inside it if you had your wishes? Civs being held hostage?

  12. Edited 8 years ago by JD_Wang

    What I've doing in my current mission is I've created a small fenced off detention area to hold troublesome civilians. Then created a trigger the same size as the area and have it trigger every x amount of minutes/hours.

    Then using something like

    [getPos <triggername>, [side player], -10] call ALIVE_fnc_updateSectorHostility;

    should slowly bring down the hostility of your detainees.

    I haven't worked out whether I want to automatically release them or what yet, but I think it's a cool role play mechanic.

  13. Haha yeah it is. Very clever. :)

  14. @JD_Wang What I've doing in my current mission is I've created a small fenced off detention area to hold troublesome civilians. Then created a trigger the same size as the area and have it trigger every x amount of minutes/hours.

    Then using something like

    [getPos <triggername>, [side player], -10] call ALIVE_fnc_updateSectorHostility;

    should slowly bring down the hostility of your detainees.

    I haven't worked out whether I want to automatically release them or what yet, but I think it's a cool role play mechanic.

    This is brilliant!!! I have prisons but I'm definitely going to play with this code. Awesome immersion idea.

  15. Edited 8 years ago by JD_Wang

    Just thinking about this some more, you could probably take it a step further.
    Maybe have a separate "interrogation" building where you could take an insurgent to "aggressively convince" him to give you intel.

    This could lead to you gaining some intel from him at the cost of his hostility going up. You could also increase the hostility to area's around your base as well as word got out of your interrogation techniques.

    I've also toyed with the idea of giving the players cash in some form so they can pay to lower hostility in areas or perhaps pay for intel in the area. The same way troops are given their "walking around" money to buy intel.

    I still think we're just scratching the surface of what we can do in an insurgency mission. I just wish my coding skills were equal to my "sit around at work daydreaming about insurgency mission ideas" skills. :P

  16. I think all of these ideas are fascinating so keep it up!

  17. Well since you asked. :P

    Warlords.

    Because I'm working on a Takistan mission against the Taliban, I've been toying with the idea of giving the player HVT's to go after, but I'd like it if they could stumble on the HVT while patrolling rather than being told "go here and find a guy to capture or kill"

    So in my mind I have the picture of a Warlord who you could identify (either give him a shemagh or beret or something) and he would drive to a town get out walk around for say an hour or so, maybe sitting in a building, all the while "spreading decent" and recruiting. Basically increasing the hostility levels in that town. Then he'd jump back into his vehicle and either drive to the next town or "go into hiding" (despawn)

    Now that's asking a LOT of the AI, but actively hunting these Warlords could be a lot of fun, especially if you're just patrolling through a town and stumble upon one (could give him a couple of bodyguards)

    Capturing him could yield intel if brought back to base, while outright killing him could decrease hostilities in the area.

    Again my ideas outstrip my coding, but I'm going to play around with this and see if I can't get at least something working. Although if someone smarter than I likes the idea and wants to run with it that would be great.

  18. I love it. Honestly man these ideas are so good I think you should write up a detailed request list and put it up on the Github.

    One thing you'd probably want to think about would be how these might work in a vanilla environment. I know you can "capture" or what have you with ACE. Is there a vanilla mechanic that can accomplish the same thing you can think of? The only ones I can come up with are surrender (when they stand like a statue with their hands behind their head) and arrest (when they join your group).

  19. Edited 8 years ago by HeroesandvillainsOS

    https://github.com/ALiVEOS/ALiVE.OS/issues/83

    You should have a look at this too. I'm thinking if capturing an HVT would be too hard to code (also, you'd have to consider what to do with him after he's in your possession) a kill order would be just fine with me and probably would be easier to implement for the devs.

    I really love the idea of a new HVT task, especially one that uses existing buildings on the map. The current one with the composition leaves a lot to be desired. And I especially love the idea of him increasing support when he's in a certain area. That's brilliant.

    Over the last few months, I've been on again and off again working on a mission that revolves around killing a warlord and his second in command on Isola Di Capraia. It's pretty neat but still needs some work. Basicslly, you start with an insertion to the island proper by boat which is docked at naval base off the main island, and the tasks gradually appear as you insert and destroy a small compound near the shore, and then the mission comes into focus after you rally up at a small outpost on the island itself. It's all done with task modules, triggers and code snippets.

    The problem with that is, although fun, as the mission maker I ultimately know where all the cool stuff is. And since I haven't dug into the ALiVE code like you guys have, I haven't even tried to have the warlords presence have any impact on anything. If ALiVE were to do any of this "randomly" that would be really great.

  20. I suppose the real no frills way to make hostility increase wherever the Warlord goes would be to simply place a repeating trigger anywhere on the map and use the following code

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

    I get what you mean about knowing where everything is, which is why I try and make things as random as I can in my missions.

 

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