Author: wolfenswan
Author Website: http://folkarps.com/

Requirements: No addons required

Version: 05.10.2013

Short description: Urban combat against regular forces is fun, but what's even more fun is the tension of not knowing if those angry looking civilians are harmless or carrying heat.

Date: 2013-10-05 10:29


Comments: (4)
Rating:



 



Civilian assassins

by
wolfenswan


Description:
Urban combat against regular forces is fun, but what's even more fun is the tension of not knowing if those angry looking civilians are harmless or carrying heat.

This script allows you to turn either specific civilians, all civilians in the mission and/or all civilians spawned by the ALICE module into hidden sleepers (with either a fixed or random chance of triggering).

They will wait until either a set amount of units of a specific site OR a specific unit (a VIP for example) are in their trigger-area and will then engage the target after a short while.

There is no way of telling if a civilian is dangerous or not from a distance as they are considered "civilian" in in-game terms until the moment they pull a gun (where the script adds them to a group of the opposing faction).


Features:
- Turns a select number or all civilians into "sleeper agents", attacking either a side or a specific target
- ALICE compatible


Usage:
Instructions are included in the code itself.

From unit init or anywhere in the mission (see PARAMETERS below for detailed description and EXAMPLES at the end of the documentation)
nul = [this OR unitname OR true,"weaponclass",chance (1-100),triggerarea (int),side OR unitname,number of targets present (1-n),skill (0-1)] execVM "ws_assassins.sqf";

For use with ALICE (ArmA 2 only!):
Put this in the ALICE module init:
[BIS_alice_mainscope,"ALICE_civilianinit",[{nul = [_this,"",number,number,side OR unitname,number of targets present (1-n), skill (0-1)] execVM 'ws_assassins.sqf'}]] call BIS_fnc_variableSpaceAdd;

Further options:
Several variables can be set by the user in the script itself. See the section LOCAL VARIABLES - MODIFYABLE at the beginning of the script, after the documentation.
All modifyable variables are explained below.


Media:
Showcasing my script to turn civilians into "sleeper agents", waiting for their targets to come by and then pull a gun and engage. It is highly customizable and can either affect a select number of units or all civilians present in the mission. It also works in conjunction with ALICE (or basically any other dynamic spawn script, as long as you can somehow affect the init of the spawned units).



To do:
- Add functionality to attack all sides
- Functionality to attack specific faction (using check against BIS_fnc_getFactions)
- Typename checks against parsed varialbes to make script more robust


Changelog:
04-10-2013
- changed how the A3 civilians engage
- updated the way skill works

03-10-2013
- ptimize it's performance, clear it up and make it work nicer with ARMA 3.
- civilians do not loose their waypoints and other commands anymore before they actually start engaging a target.

22.03.2013
- updated the code with a more extensive (and hopefully clearer) documentation
- added some example lines.


Forum topic:
- Armaholic forums




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Tags: Assassins,   Tension