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Question: is it possible to change a players faction ?


MatthewK

Question

**** SOLVED ****

 

I'm not talking about the in-game dayz bandit vs hero settings.  I'm talking about changing a players faction through a menu option in-game from West to East or to the unfriendly faction set in Sarge AI.  The reason ? Me and my other senior admin want to join the AI missions as undercover AI , so we give our players some real competition.  It's a funny idea we came up with , we thought it would make missions more interesting if at least one of the AI was actually human and capable of human decision making ;)

 

Thanks in advance , if anyone knows how to do this.

 

 

Edit: Solution = player setCaptive true; This doesn't change your faction, but all AI (excluding the zeds) will ignore you.  

I've included a sample script in post 4 showing how to use this command and how to turn off zed aggro as well for realism!

 

Example Script Here: http://dayzepoch.com/forum/index.php?/topic/4896-question-is-it-possible-to-change-a-players-faction/#entry30973

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I seem to have solved it with the setCaptive command :)

 

This is my script for turning the mode on and off, it also disables zombie aggro to make the players less suspicious. Now all I need to figure out is how to prevent my name from being added to the death list if someone kills me while I'm undercover ;)

if(isNil "UNDERCOVERAI") then { UNDERCOVERAI = true; };

if(UNDERCOVERAI) then {
player setCaptive true;  // This is the command to make AI ignore you :)
player_zombieCheck = {}; // Make Zeds ignore you for even more AI realism!
UNDERCOVERAI = false;
 cutText ["Undercover AI Activated. You will be ignored by Zeds and AI Bandits", "PLAIN"];
} else { 
player setCaptive false; 
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
UNDERCOVERAI = true;
 cutText ["Undercover AI Deactivated", "PLAIN"];
};
Looking forward to shooting out the tyres from those vehicles used to mow down my AI and bring down those helis used to make easy work of an otherwise dumb AI group. It's time to put the Chuck Norris back into AI :P
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If there was some way to stop AI from stealing locked vehicles I'd give them the ability to use vehicles, personally.  But as it is they are limited to and stationed at specific areas announced clearly in the debug monitor when those missions begin.  It's probably not the nicest of ideas pretending to be an AI bandit, but when you have the same players using the same cheating strategies of just driving over AI to clear them out (even my mods and admins do it), or sitting in the air with an armed heli mowing them down on the ground, you have to ask yourself, "how can i even the playing field?".  The way they clear the AI is no more challenging than if I just gave them the loot upfront.  I use sarge AI and a few custom AI scripts of my own.  

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Also, if i give the AI's weapons such as PKP's for example, my players cry about it.. If I turn up the AI's to a better accuracy and aiming level, they moan about it.. I can't win.. You're dammed if you do and you're dammed if you dont. 

 

Edit: should also mention that we initially looked into this for our admin event called "Bandit Convoy" , obviously the AI can't drive as we all know and they're bloody hopeless at not hitting stuff lol.. Anyway, so me and my other admins were talking about dressing up in Bandit skins and driving a heavily loaded truck with loads of loot to the bandit mission area, once inside (if we make it that far), we can help the AI a little too :p

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