3l0ckad3 17 Posted October 22, 2016 I have looked around and have tried a few things, but I can't get him out of the surrender action after I capture the HVT and he joins my team, below is the syntax I'm using.. Is there also a way of making him surrender if he runs out of ammo ? Not important,, would just add the right spice and emersion surrenderOfO1.sqfThis script makes the hvt surrender or fire if (round random 100 < 50) then { dummyweaponholder = createVehicle ["GroundWeaponHolder", ([getposatl o1, 1.3, getdir o1] call bis_fnc_relPos), [], 0, "CAN_COLLIDE"]; o1 action ["PutWeapon", dummyweaponholder, currentweapon o1]; sleep 3;//try trial and error of this number to the appropiate time removeallweapons o1; o1 disableai "move"; o1 setcaptive true; o1 action ["Surrender", o1]; hint "works"; [o1] join p1;} called on act via trigger when bodyguards are dead null = [] execVM "surrenderOfO1.sqf" The HVT's init this disableAI "move"; this setunitpos "middle"; this addaction ["Capture the Leader",{[o1] join (_this select 1); o1 setcaptive false; o1 setunitpos "auto"; o1 enableAI "Move";o1 removeAction 0;removeallweapons o1}]; Share this post Link to post Share on other sites
Bnae 1431 Posted October 22, 2016 To free the HVT from anim o1 switchmove "" And about the ammo i would suggest something like _ammo = o1 ammo (currentWeapon o1); _magazines = count magazines o1; if ((_ammo ==0)&&(_magazines==0)) then {do stuff here}; Edit: counting magazines like that won't work correctly, it'll count every type atm.. while {true} do{ sleep 1; _ammo = player ammo (currentWeapon player); _count = primaryWeaponMagazine player; _magazines = {_x == _count select 0} count magazines player; if ((_ammo ==0)&&(_magazines==0)) exitWith {systemChat "empty"}; }; Tried something like this, but it doesnt count the magazine in the weapon. 1 Share this post Link to post Share on other sites
3l0ckad3 17 Posted October 23, 2016 To free the HVT from anim o1 switchmove "" And about the ammo i would suggest something like _ammo = o1 ammo (currentWeapon o1); _magazines = count magazines o1; if ((_ammo ==0)&&(_magazines==0)) then {do stuff here}; Edit: counting magazines like that won't work correctly, it'll count every type atm.. while {true} do{ sleep 1; _ammo = player ammo (currentWeapon player); _count = primaryWeaponMagazine player; _magazines = {_x == _count select 0} count magazines player; if ((_ammo ==0)&&(_magazines==0)) exitWith {systemChat "empty"}; }; Tried something like this, but it doesnt count the magazine in the weapon. Thank you so much! Share this post Link to post Share on other sites