Gravvy Posted May 4, 2014 Report Share Posted May 4, 2014 Hello there, I am trying to change the AI from bandits to a faction that will yield negative humanity. I have scoured over the files but I just cannot figure it out. I tried editing the DZMSConfig.sqf file changing these settings but it just makes the player get no humanity. How can I make this happen? DZMSMissHumanity = false; DZMSCntBanditKls = false; Link to comment Share on other sites More sharing options...
Sukkaed Posted May 4, 2014 Report Share Posted May 4, 2014 DZMSAIKilled.sqf if (DZMSMissHumanity) then { _player setVariable ["humanity",(_humanity - DZMSCntHumanity),true]; }; DZMSConfig.sqf define how much negative humanity you want from one AI kill. DZMSCntHumanity = 100; and set DZMSMissHumanity = true; Link to comment Share on other sites More sharing options...
Gravvy Posted May 4, 2014 Author Report Share Posted May 4, 2014 Awesome thank you, and the values I edited for DZMSMissHumanity = false; should I leave that or change it to true? Link to comment Share on other sites More sharing options...
Sukkaed Posted May 4, 2014 Report Share Posted May 4, 2014 Set it true. My edit was little late :) Link to comment Share on other sites More sharing options...
Gravvy Posted May 4, 2014 Author Report Share Posted May 4, 2014 Again, thank you. Link to comment Share on other sites More sharing options...
Darihon Posted May 4, 2014 Report Share Posted May 4, 2014 One question for you Sukkead: How would I do this when I want Bandit and Hero missions? Do I make another if statement with: if (DZMSMissHumanity && DZMSAImilitary) then { // DZMSAImilitary is declared in DZMSFuntions _player setVariable ["humanity",(_humanity - DZMSCntHumanity),true]; }; Link to comment Share on other sites More sharing options...
Sukkaed Posted May 4, 2014 Report Share Posted May 4, 2014 What is DZMSAImilitary? But anyway that would be much more complicated to do. Previous method was just for changing the humanity gain to negative from any mission AI kill. Link to comment Share on other sites More sharing options...
Darihon Posted May 4, 2014 Report Share Posted May 4, 2014 DZMSAImilitary is the same as DZMSAISpawn, but the side is changed to 'west' and the skins are changed. I will see if I can find the "DZMSMissHumanity" in another file and I'll see if I can make something work with that, thanks tho! Link to comment Share on other sites More sharing options...
Sukkaed Posted May 4, 2014 Report Share Posted May 4, 2014 Ok, I guess it's been updated since I don't have that. Sounds like an easy way to do it then. Let me know how it goes. EDIT: I cant see DZMSAImilitary even in github :huh: This is something you have added yourself? Link to comment Share on other sites More sharing options...
Darihon Posted May 4, 2014 Report Share Posted May 4, 2014 Just looked through all files, no extra "DZMSMissHumanity". I will see if I can code up something else. Link to comment Share on other sites More sharing options...
Darihon Posted May 4, 2014 Report Share Posted May 4, 2014 Should anything like this work out: if (DZMSMissHumanity && _unitGroup == west) then { _player setVariable ["humanity",(_humanity - DZMSCntHumanity),true]; }; private ["_unit","_player","_humanity","_banditkills","_unitGroup"]; _unit = _this select 0; _player = _this select 1; _unitGroup = call DZMSAImilitary.sqf; and yes, it is added by myself. Link to comment Share on other sites More sharing options...
Sukkaed Posted May 4, 2014 Report Share Posted May 4, 2014 Replace this if (DZMSMissHumanity) then { _player setVariable ["humanity",(_humanity + DZMSCntHumanity),true]; }; with this _unitside = side _unit; switch (_unitside) do { case EAST: { _player setVariable ["humanity",(_humanity + 100),true]; }; case WEST: { _player setVariable ["humanity",(_humanity - 100),true]; }; }; Link to comment Share on other sites More sharing options...
Darihon Posted May 4, 2014 Report Share Posted May 4, 2014 Thanks! I will let you know if it works! Link to comment Share on other sites More sharing options...
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