Closed jayman9696 closed 5 years ago
Given the superfluous nature of this effect, I will push this to 1.1 - if during the work it's found out to be reasonably easy to do so, then this of course can be done sooner rather than later.
Having looked into it, the changing sides would not be an issue, but I have confirmed that the AI do not simply pickup the nearest weapon when out of usable weapons for themselves.
The only other way to get AI to pickup a weapon is to use: - Issue in bold, don't know the range of the "teleportation"
TakeMagazine / TakeWeapon
Description: Soldier 'unitname' takes one magazine/weapon of specified type (see list) from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.) Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'weapon or magazine' is.
Syntax: unit action ["TakeMagazine", vehicle, magazineName]
unit action ["TakeWeapon", vehicle, weaponName]
Where unit is any unit, and vehicle is any unit or vehicle.
Example:
player action ["TakeMagazine", SoldierTwo, "RPGLauncher"];
Might have to bundle it with a go to object - rifle
sources: https://community.bistudio.com/wiki/Arma_3_Actions#TakeMagazine_.2F_TakeWeapon https://forums.bistudio.com/forums/topic/160050-make-ai-pick-up-backpack-from-ground/
I've been thinking about trying this for a potential event on questioning if morale is low (with maybe a much smaller but still possible chance with normal morale). I wanted to have the guy pull out a pistol (or in other words, spawn one on him with a magazine) and then switch him to hostile and start shooting. I don't know how to do this with the questioning function since I can't find an address for the bloke I'm questioning, but for general it'd be fine if they just pulled a pistol when the player got close instead of running somewhere and getting a gun etc.
investigate, more in game visual feedback of the civilian trust reinforcing the enemy numbers