That is incredbly weird. I know that A3 introduces a "rearm at ammobox" thing to the AI (which has a few outstanding bugs) but why the civilians that are processed but not selected should be affected I don't know.
You can try commenting the line 176 as it is the only line that directly affects them.
Heya! Sounds like a great script... might be just what I'm looking for, for A3. In lieu of there being no actual A3 "ALICE" module I've been using EOS to spawn civilians and cache them when the players are out of range. This works very well. I've been trying to figure out how to get your assassin script to work. I don't know much about scripting so maybe I'm doing it wrong... I tried including this line in my init.sqf and later moved it to an empty object in the mission:
nul = [true,"",(80 + random 20),50,west,1,0.5] execVM "scripts\ws_assassins.sqf";
You can see I tried to set things very high so there would be no doubt that the script is working. As I'm currently using it at mission start I get two debug messages and while I can't quote them verbatim here they don't seem to indicate anything wrong. I then move my player into the spawn range and the expected civilians pop up and go about their business... but not a single one will take a shot at me!
I'm using the default "superclasses" because it does not seem that the config viewer would say to use anything different. I'm also using the default random weapon pool as it too seemed reasonable. I AM using massi's NATO_DEVGRU pack and my player in particular spawns in as a 75th Ranger. Looking at this in the config viewer I see that it too still uses the "CABaseMan" super class.
What would be nice is to have a way to fire the script in a trigger that the player(s) have activated. It might need a sleep somewhere too. This way, with dynamically spawning civs such as EOS or TPW's, the mission maker could place a trigger around a town, the players get close to the town and trip the trigger, the civs start spawning (sleep on the assassination script so it doesn't fire until all the civs are spawned in) and the assassination script takes over. Would something like that work?
ARMA 3 stable, dynamically spawning civs (like TPW, MAD, etc.) Place a trigger around the town you want ws_assassins to work on, with a large enough radius. Set to "Detected", "BLUFOR", "Repeatedly" and use "Timeout" of at least 120, 120, 120 (to give the civs a chance to spawn in). Call "nul = [true,"<weapon choice here>",(20 + random 20),50,west,1,0.5] execVM "ws_assassins.sqf";
This will detect BLUFOR players moving into the trigger, hopefully the civs will all spawn in, then the "timeout" will have lapsed and the script will fire. :)
This post was edited by Oktyabr (2014-02-14 21:13, ago)
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