quensi130 10 Posted March 21, 2015 I would like to create a mission where the AI do not shoot at me enless I do something like shoot at them, throw a grenade or kill one like at the checkpoint at the start of the first chapter in the campaign. Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted March 22, 2015 (edited) https://community.bistudio.com/wiki/setFriend https://community.bistudio.com/wiki/getFriend Add a 'Hit' or 'Killed' event handler to the units, and when triggered, use setFriend to adjust the diplomacy value. Example: QS_unit_checkpointGuard_1 addEventHandler [ 'Killed', { _killed = _this select 0; _killer = _this select 1; (side _killed) setFriend [(side _killer), (((side _killed) getFriend (side _killer)) - 0.1)]; } ]; That will adjust side diplomacy. To have it affect only you, use rating and addRating. https://community.bistudio.com/wiki/addRating https://community.bistudio.com/wiki/rating QS_unit_checkpointGuard_1 addEventHandler [ 'Killed', { _killed = _this select 0; _killer = _this select 1; //(side _killed) setFriend [(side _killer), (((side _killed) getFriend (side _killer)) - 0.1)]; _killer addRating -2001; } ]; Alternatively, start the player as a 'captive', using setCaptive https://community.bistudio.com/wiki/setCaptive https://community.bistudio.com/wiki/captive QS_unit_checkpointGuard_1 addEventHandler [ 'Killed', { _killed = _this select 0; _killer = _this select 1; //(side _killed) setFriend [(side _killer), (((side _killed) getFriend (side _killer)) - 0.1)]; //_killer addRating -2001; _killer setCaptive FALSE; } ]; Edited March 22, 2015 by MDCCLXXVI Share this post Link to post Share on other sites