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> Captives
lyaoz
post Sep 24 2010, 10:39
Post #1


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Hello to all,
I am constructing a prision that is being held by the US. is it possible to have a group of OpFor captives in an area that will not be shot by the guards, but when they have left a certain area, the prision compound for example, they will be shot...
the only way i can keep opfor troops near blufor ones at the moment is by grouping them to a blufor troop and then setting their probability of appearance to zero, if there is any easy way to do these two things, could you please let me know...

If I can get these right i might post it with an "escape" mission thrown in, so im hoping i can sort this out...

Cheers,
Lyaoz ph34r.gif


--------------------
Never light a cigarette three times with the same match near a sniper...
1st time: gets his attention
2nd time: he aims
3rd time:**BOOM**
--------------------------------------------------------------------------------------
***BOOM, HEADSHOT***...... when footshots arent enough....
 
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D@V£
post Sep 24 2010, 13:13
Post #2


Gee, I wish we had one of them doomsday machines.
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From: Wales
Member No.: 155



The setcaptive command exists for this very reason!
CODE
This setcaptive true

Will make a soldier a "captive", they won't be engaged by enemies. While
CODE
This setcaptive false

Will make them a valid target again.

My advice for what you're trying to do, would be to group each captive (name them something like C1, C2, C3 etc.) to their own trigger. On the init field of each captive, put this:
CODE
Removeallweapons this; This setcaptive true

then set the trigger to: this vehicle, not present
On the "on activation" field, put this:
CODE
C1 setcaptive false

(Replace C1 with the name of unit grouped to the trigger)


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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I donít understand it, Iím afraid of it, and one day Iíll accidentally be killed by one.
 
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lyaoz
post Sep 25 2010, 08:00
Post #3


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ahhh, yes,
and when they leave the trigger area they are targeted, i have tried this and very much appreciate your help, but there is one slight problem, about 5 seconds after i start the preveiw of the mission the captives will all run around madly, is there any way i can stop them from moving?

thanks,
Lyaoz ph34r.gif


--------------------
Never light a cigarette three times with the same match near a sniper...
1st time: gets his attention
2nd time: he aims
3rd time:**BOOM**
--------------------------------------------------------------------------------------
***BOOM, HEADSHOT***...... when footshots arent enough....
 
Quote Post
D@V£
post Sep 25 2010, 14:57
Post #4


Gee, I wish we had one of them doomsday machines.
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Group: Moderators
Posts: 2,037
Joined: 13-November 06
From: Wales
Member No.: 155



Try
CODE
this setbehaviour "careless"



If that doesn't work, try simply disabling the movement AI:
CODE
This disableAI "move"

You can re-enable it like this:
CODE
This enableAI "move"


--------------------
The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you hate me love me secretly fear that Mark is watching you while you sleep. secretly wish that Mark is watching you while you sleep.
Site Issues Thread - Complain about site issues here. We might even fix them!
Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly".

QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I donít understand it, Iím afraid of it, and one day Iíll accidentally be killed by one.
 
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lyaoz
post Sep 26 2010, 04:43
Post #5


Member
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Group: Members
Posts: 81
Joined: 11-October 09
From: Closer Than You Think...
Member No.: 6,642



yeah, works like a charm

Thanks again,
Lyaoz ph34r.gif


--------------------
Never light a cigarette three times with the same match near a sniper...
1st time: gets his attention
2nd time: he aims
3rd time:**BOOM**
--------------------------------------------------------------------------------------
***BOOM, HEADSHOT***...... when footshots arent enough....
 
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