1) is already figured out thanks to Sarge and is in my latest script
2) i will look into it
3) sarge linked one that isn't compatible with what we have YET, but i'm adding it after I get this eventhandler fixed.. which means in 2 more released of the script it will be in there.. i'm going to do...
They should still turn on him, though it would take like 3 kills I suspect. I've added AI into my recent scripts which i'm about to publish that makes everyone hunt for bandits thanks to Sarge, and i've added an eventhandler that i'm trying to get working right now that reduces your humanity for...
If you make your castle WEST, and your bandits EAST, and your snipers RESISTANCE, then you can still accomplish that. Being limited to 3 factions is lame though I agree, especially when 1 of the factions is limited to share your faction. You would also have to hate east and resistance in this...
SNIPERS isn't a side. Your options are EAST, WEST, RESISTANCE.
There are also ENEMY, FRIENDLY, CIVILIAN, SIDELOGIC. They all come with pre-conditions though, and i'm not positive that you can even use them.
RESISTANCE is definitely 0, and .8 should make you friendly. So you should be good to go. Hmm.. If you want to post your init, add_unit, and set_unit, I will take a look, but by all rights you should be good to go with what you have.
I've been working with setting the zombies to another group using joinSilent so that they will gain the friendship status' of that group. I haven't been able to get it working yet though.
It might be a little complicated to follow the case scheme in the add_unit_server.sqf but if you can manage, it won't be hard at all to add another type of troop. Just copy case 3, where ever there is 1, paste it between 3 and 4, name it 4, and then rename 4 to 5. and at the top of the config...
The reload portion isn't working, but at least I have the zombie part working again. I gave them each 1 mag since your script gives them more, but once that clip is empty they never get more.
edit: That's not true. When I log out and back in and more zombies spawn, they start shooting again...
This isn't working for either bandits or zombies.
case 3 : {
_ailoadout=[_resistanceMilitiaRifle,_resistanceMilitiaAmmo];
_aiwep = _ailoadout select 0;
_aiammo = _ailoadout select 1;
_resistanceMilitiaSkin createUnit [_unitpos, _aiGroup,"_aiunit=this",1,"Private"]...
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