---
name: "Side Relations"
type: topic
aliases: ["Side relations"]
source: https://community.bistudio.com/wiki/Side_Relations
revid: 341425
updated: 2023-05-25T22:38:22Z
---

# Side Relations

> [!NOTE]
> This page deals with all **Arma 3** sides, which has more than previous games. See the [Side](../topics/Side.md) page to see previous titles' available sides.
>
> Also:
>
> - [west](../commands/west.md) = [blufor](../commands/blufor.md)
> - [east](../commands/east.md) = [opfor](../commands/opfor.md)
> - [resistance](../commands/resistance.md) = [independent](../commands/independent.md)

### Sides Relations

> [!NOTE]
> Extraction script can be found on the Biki Export Scripts page.

#### Sides Friendship

Helper function: [BIS_fnc_sideIsFriendly](../functions/BIS_fnc_sideIsFriendly.md)

| ↓ is friendly to → | [east](../commands/east.md) | [west](../commands/west.md) | [resistance](../commands/resistance.md) | [civilian](../commands/civilian.md) | [sideAmbientLife](../commands/sideAmbientLife.md) | [sideUnknown](../commands/sideUnknown.md) | [sideEnemy](../commands/sideEnemy.md) | [sideFriendly](../commands/sideFriendly.md) | [sideEmpty](../commands/sideEmpty.md) | [sideLogic](../commands/sideLogic.md) |
|---|---|---|---|---|---|---|---|---|---|---|
| [east](../commands/east.md) | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [west](../commands/west.md) | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [resistance](../commands/resistance.md) | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [civilian](../commands/civilian.md) | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [sideAmbientLife](../commands/sideAmbientLife.md) | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [sideUnknown](../commands/sideUnknown.md) | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [sideEnemy](../commands/sideEnemy.md) | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [sideFriendly](../commands/sideFriendly.md) | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [sideEmpty](../commands/sideEmpty.md) | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |
| [sideLogic](../commands/sideLogic.md) | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ |

#### Sides Enmity

Helper function: [BIS_fnc_sideIsEnemy](../functions/BIS_fnc_sideIsEnemy.md)

| ↓ is enemy to → | [east](../commands/east.md) | [west](../commands/west.md) | [resistance](../commands/resistance.md) | [civilian](../commands/civilian.md) | [sideAmbientLife](../commands/sideAmbientLife.md) | [sideUnknown](../commands/sideUnknown.md) | [sideEnemy](../commands/sideEnemy.md) | [sideFriendly](../commands/sideFriendly.md) | [sideEmpty](../commands/sideEmpty.md) | [sideLogic](../commands/sideLogic.md) |
|---|---|---|---|---|---|---|---|---|---|---|
| [east](../commands/east.md) | ✗ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [west](../commands/west.md) | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [resistance](../commands/resistance.md) | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [civilian](../commands/civilian.md) | ✓ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [sideAmbientLife](../commands/sideAmbientLife.md) | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [sideUnknown](../commands/sideUnknown.md) | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [sideEnemy](../commands/sideEnemy.md) | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [sideFriendly](../commands/sideFriendly.md) | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [sideEmpty](../commands/sideEmpty.md) | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |
| [sideLogic](../commands/sideLogic.md) | ✗ | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | ✗ | ✗ |

### Change Relations

- You can set which sides [resistance](../commands/resistance.md) is friendly/enemy to in the mission editor (click on the Intel box).
- Everyone is friendly toward [civilians](../commands/civilian.md). Civilians AI have a total impunity and can kill any enemy without retaliation (same as [captive](../commands/captive.md) units).
- You can use the [setFriend](../commands/setFriend.md) command to set relations between any sides (even [east](../commands/east.md) and [west](../commands/west.md)).

```sqf
// will make east friendly to west and vice versa
east setFriend [west, 1];
west setFriend [east, 1];
```

#### One Way Hostility

Using the [setCaptive](../commands/setCaptive.md) command allows you to stop enemy units to fire on the target unit.

```sqf
_soldier setCaptive true; // _soldier can shoot at enemy but enemy will not return fire
```

You can re-activate hostility by canceling captive status.

```sqf
_soldier setCaptive false; // _soldier will be shot at again by enemy units
```

#### Two Way Hostility With Civilians

To make a civilian a potential target to other sides, you can either:

- make the civilian a renegade by using the [addRating](../commands/addRating.md) command. This will make him a [renegade](../commands/sideEnemy.md), meaning an enemy to everyone including other civilians.

```sqf
_civilian addRating -10000; // this will cause sides to shoot civilian, but not civilian to shoot back - for that, use setFriend
```

> [!NOTE]
> The [renegade](../commands/sideEnemy.md) rating threshold is *below* -2000 (e.g -2001, -5000 etc).

- make the civilian [join](../commands/join.md) an enemy group, e.g [east](../commands/east.md):

  ```sqf
  private _eastGroup = createGroup east;
  [_civilian] joinSilent _eastGroup;
  ```

#### Set in the Editor

1. Group your civilians with an [east](../commands/east.md) leader
1. Delete the [east](../commands/east.md) leader on mission load:
   - Put `deleteVehicle this` in the officer's initialisation field.
   - Alternatively, set the **[probability of presence](../topics/Eden_Editor~3A_System.md#attributes)** slider of the officer to **zero**.
1. On mission start, the [east](../commands/east.md) leader will not be here but the [civilians](../commands/civilian.md) will be on the [east](../commands/east.md) side.

<sub>Source: [BI Community Wiki — Side Relations](https://community.bistudio.com/wiki/Side_Relations) (revision 341425).</sub>
