Armed Civilians

Armed Civilians

« posted: Apr 10, 2017, 07:30 PM »
Just curious does anybody know of a mod that anybody created that give any CIVILIAN SIDE weapons? Meaning by default if I open the editor and I look at the Civilian Side there would be a faction with armed civilians.

We use EOS on our server and the only way to get to work right with Opfor, Blufor and Independent factions as players was to give EOS civilians but they are unarmed except in vehicles but its hilarious watching some of them get out of vehicles in shorts and such.

Our server owner put EOS on the server, its a good mod but this is the only downfall, it wasn't created for use with players using all 3 factions. So I figured somebody must have given weapons to the CIVILIAN SIDE without having to force script it.
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Re: Armed Civilians

« Reply #1 posted: Apr 12, 2017, 01:33 AM »
"Dynamic Civilian Life" by code34

Re: Armed Civilians

« Reply #2 posted: Apr 12, 2017, 03:41 PM »
Okay I will research for this bodybag and I appreciate your reply...

Re: Armed Civilians

« Reply #3 posted: Apr 12, 2017, 05:15 PM »
Well that wasn't what I was looking for but after doing some scripting on my own I was able to arm civilians COS but now I am tweaking it.

Thanks for the link anyway bodybag
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Re: Armed Civilians

« Reply #4 posted: Apr 15, 2017, 03:02 AM »
I know Dynamic Civilian Life had regular unarmed civilians and both armed cops and "bandits". Would also be cool to add some of the civilians as random suicide bombers too, like we had in insurgency.

Re: Armed Civilians

« Reply #5 posted: Apr 15, 2017, 08:33 PM »
If you wanted to do all of that, just use ALiVE. It covers all of that and more.
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Re: Armed Civilians

« Reply #6 posted: Apr 17, 2017, 06:48 PM »
If you wanted to do all of that, just use ALiVE. It covers all of that and more.
Yea, but ALiVE is another required mod/addon that players will need to join the server, right?
The sweet thing with the "Dynamic Civilian Life" is that is added as a script allready in the mission file.

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Re: Armed Civilians

« Reply #7 posted: Apr 23, 2017, 06:03 AM »
use COS not EOS But COS was causing issues after the last update not sure if it still is. or have EOS call a createarmedciv.sqf like this
Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: createArmedCiv.sqf

if (!isServer) exitWith {};

private ["_weaponTypes", "_group", "_position", "_civillian"];

_weaponTypes =
["arifle_AK12_GL_F",
"arifle_TRG21_GL_F",
"LMG_Zafir_F",
"MMG_01_tan_F",
"SMG_01_F",
"SMG_02_F",
"arifle_SDAR_F",
"arifle_MK20C_F",
"launch_Titan_F",
"launch_Titan_short_F",
"arifle_MK20_F",
"arifle_TRG20_F",
"arifle_TRG21_F"];

_group = _this select 0;
_position = _this select 1;

_civillian = _group createUnit ["C_man_1", _position, [], 0, "NONE"];

_civillian additem "NVGoggles";
_civillian assignitem "NVGoggles"; // unassign and remove NVG if they have them

//removeAllWeapons _civillian;
//removeAllItems _civillian;
//removeAllAssignedItems _civillian;
//removeUniform _civillian;
//removeVest _civillian;
//removeBackpack _civillian;
sleep 0.1;
//removeHeadgear _civillian;
//removeGoggles _civillian;

_civillian forceAddUniform "U_IG_Guerilla2_1";
_civillian addWeapon "hgun_Pistol_heavy_02_F";
_civillian addBackpack "B_Carryall_oli";
_civillian addItemtoBackpack "FirstAidKit";
_civillian addItemtoBackpack "Titan_AT";
_civillian addItemtoBackpack "Titan_AA";
_civillian addVest "V_PlateCarrierGL_mtp";
_civillian addItemToVest "6Rnd_45ACP_Cylinder";
_civillian addItemToVest "6Rnd_45ACP_Cylinder";
_civillian addItemToVest "HandGrenade";
_civillian addItemToVest "HandGrenade";
_civillian addItemtoBackpack "SatchelCharge_Remote_Mag";

[_civillian, _weaponTypes call BIS_fnc_selectRandom, 3] call BIS_fnc_addWeapon;
_civillian addPrimaryWeaponItem "acc_flashlight";
_civillian enablegunlights "forceOff"; //set to "forceOn" to force use of lights (during day too default = AUTO)

_civillian spawn refillPrimaryAmmo;

//_civillian call setMissionSkill; // not for mission :P

//_civillian setSkill 1;
_civillian setBehaviour "COMBAT";
_civillian allowFleeing 0;

_civillian addEventHandler ["Killed", server_playerDied];

_civillian



Stick it in create units edit to your liking then joy.
Also I'm sure there is an eosCore file in the EOS somewhere in it find a line similare to this one
Code: [Select]
if (COSmaxGrps < (_glbGrps+_localGrps+1))
then {
_grp=_townGrp;
}else{
_grp=createGroup DefaultSide;
_localGrps=_localGrps+1;
};
_unit = [_grp, _tempPos] call createArmedCiv;
// _unit = _grp createUnit [_tempUnit, _tempPos, [], 0, "NONE"];
And edit it appropriately. It's probably EOSmaxGrps though.

And stick this in serverCompile.sqf in factory compiles
Code: [Select]
createArmedCiv = [_path, "createUnits\createArmedCiv.sqf"] call mf_compile;
Just saw the part where you said you're working on COS so ya this all works with COS very well.

Re: Armed Civilians

« Reply #8 posted: Apr 30, 2017, 11:43 PM »
hobart I was able to get COS civilians setup with weapons but I ended up stopping at that point and started to work on a Taunus map for Wasteland.

I will take a look at it again and the script you provided after I am done with Taunus...Thanks for the help everybody...I really appreciate everybody's input...