Desrat 0 Posted March 23, 2013 i made simple urban combat map, classic skimish stylethis map name is "HARDCORE INFAN" http://pds21.egloos.com/pds/201303/23/61/HARDCOREINFAN.Stratis.zip Broken link... Updated version frontpaged on the Armaholic homepage Appreciated, thanks Share this post Link to post Share on other sites
lee1hy 1 Posted March 23, 2013 (edited) why http is lost??? http://:http://pds21.egloos.com/pds/201303/23/61/HARDCOREINFAN.Stratis.zip stupid forum Edited March 24, 2013 by lee1hy Share this post Link to post Share on other sites
Desrat 0 Posted March 24, 2013 403 forbidden, same as before... Share this post Link to post Share on other sites
lee1hy 1 Posted March 25, 2013 ai only walking in beach just a little, they do not partol inside the building and in the street of village Share this post Link to post Share on other sites
Desrat 0 Posted March 25, 2013 ai only walking in beach just a little, they do not partol inside the building and in the street of village They're not meant to, occasionally a unit will patrol it's "current" building, that is normal behavior. However it seems some of the buildings near the pier do not include interiors hence why they patrol around the front. Share this post Link to post Share on other sites
zorrobyte 30 Posted March 26, 2013 When area is set to include a dock, all dock positions get filled. Try using this script at the airfield near the dock. Share this post Link to post Share on other sites
hellstorm77 2 Posted March 30, 2013 how to decreased distance so there is more in a building? Share this post Link to post Share on other sites
Dr_Cox1911 10 Posted March 30, 2013 (edited) Can´t get it work with the current DEV-build. Is this a problem on my end or is this script not compatible to the DEV-builds? EDIT: Forget the above. I had a ":" instead of ";" within my init.sqf :mad: It works fine with the latest DEV-build. Edited March 30, 2013 by Dr_Cox1911 Share this post Link to post Share on other sites
Desrat 0 Posted March 31, 2013 It works fine with the latest DEV-build. Good to know thx.. Share this post Link to post Share on other sites
tomturner 10 Posted April 29, 2013 It doesn't seem to work for buildings placed in the editor. Any suggestions on what to modify in order for them to be recognized by the script as well? Share this post Link to post Share on other sites
tomturner 10 Posted April 30, 2013 EDIT: It seems that a "house" created by the map (BIS) and a "house" placed by the editor are two different animals. A pre-existing "house" can be addressed by the "nearestBuilding" cmd but one placed in the editor can not. Share this post Link to post Share on other sites
Sc0rc3d 1 Posted May 7, 2013 Is there a way to get it working with Editor placed Houses? Share this post Link to post Share on other sites
dmarkwick 261 Posted May 7, 2013 EDIT: It seems that a "house" created by the map (BIS) and a "house" placed by the editor are two different animals. A pre-existing "house" can be addressed by the "nearestBuilding" cmd but one placed in the editor can not. Can probably be found by using "nearestObjects" command, looking for type "house". Share this post Link to post Share on other sites
tomturner 10 Posted May 7, 2013 (edited) EDIT: It seems that a "house" created by the map (BIS) and a "house" placed by the editor are two different animals. A pre-existing "house" can be addressed by the "nearestBuilding" cmd but one placed in the editor can not. IN RANDOM HOUSE ///////////////////////////////////// ///// END OF EDITABLE AREA ////////// ///////////////////////////////////// //waituntil {gameStarted}; // get all houses within distance _blds = nearestobjects [[(_centre select 0),(_centre select 1), 0],["house"], _dist]; ------------------------------------------------------------------------------------------------ IN FILLHOUSE IN fillHouse.sqf _building = nearestObject [_center, "house"]; IN patrol-vG.sqf and patrol-vF.sqf _building = nearestObject [_unit, "house"]; Edited May 7, 2013 by tomturner Share this post Link to post Share on other sites
gmjaken 10 Posted June 26, 2013 Does this script still work in beta (the ignorant asks)? Share this post Link to post Share on other sites
lordprimate 159 Posted June 27, 2013 IN RANDOM HOUSE ///////////////////////////////////// ///// END OF EDITABLE AREA ////////// ///////////////////////////////////// //waituntil {gameStarted}; // get all houses within distance _blds = nearestobjects [[(_centre select 0),(_centre select 1), 0],["house"], _dist]; ------------------------------------------------------------------------------------------------ IN FILLHOUSE IN fillHouse.sqf _building = nearestObject [_center, "house"]; IN patrol-vG.sqf and patrol-vF.sqf _building = nearestObject [_unit, "house"]; Did you ever get this to work with editor placed buildings .. from what your posting, its looks like you just saying that those commands are already used and you still don't get the results you want.. Is that the case? or is this working with editor placed buildings? Share this post Link to post Share on other sites
tomturner 10 Posted June 27, 2013 Yes, that is what I was demonstrating, the substitution of "nearestBuilding" with "nearestObject" with the appropriate syntax using an array ( [_center, "house"] ). Share this post Link to post Share on other sites
Desrat 0 Posted June 30, 2013 Does this script still work in beta (the ignorant asks)? As yet not tried it in the Beta - away on business at the moment but will double check tomorrow. Share this post Link to post Share on other sites
WildFire6 10 Posted September 4, 2013 So it works in beta for the most part, pretty much everything that it is programmed to do. The problem I am encountering is the AI still leave their buildings to engage most of the time. Is this intentional? If I use an observer view I can watch as multiple enemies come out of houses to converge on my position and once they have killed me they all run off to houses. Im not sure if they are going back to the house they came from or picking a new one. Its funny to watch... A bunch guys surrounding my house, then I die. About 2 minutes later the area is clear... Like a ghost town.. lol. So my question is there a true garrison method that keeps them in their house? Share this post Link to post Share on other sites
spunfin 34 Posted September 4, 2013 ..is there a true garrison method that keeps them in their house? I use doMove in a loop when unitReady fulfills, that way AI gets back in the building after messing around with hostiles. Share this post Link to post Share on other sites
WildFire6 10 Posted September 4, 2013 They already go back into buildings after they are done. The question is how to get them to stop from leaving their building in the first place.. Share this post Link to post Share on other sites
spunfin 34 Posted September 4, 2013 Ah ok, then doStop or even disableAI "MOVE" Share this post Link to post Share on other sites
Desrat 0 Posted September 5, 2013 I just looked at this for the first time since June, and it seems fine to me. About 75% of the spawned units spawn in a static position. The other 25% make active patrols (within their building). I don't mess with the AI's own decision making though so once they come under attack the AI FSM's take over but they should return back after the engagement is over, here's the code block specific for the search/patrols while {alive _unit} do { _unit setBehaviour "SAFE"; _grp setSpeedMode "LIMITED"; _newPosNumber = floor(random _noPos); _unit doMove (_house buildingPos _newPosNumber); sleep (floor((random 120) + 60)); }; Share this post Link to post Share on other sites
pawelkpl 29 Posted September 5, 2013 Has someone tried it on Altis, getnearest command kills game and script to work... Share this post Link to post Share on other sites
PenguinInATuxedo 18 Posted October 27, 2013 I like this script but really wish it had Independent enabled, I tried to modify it by replacing the NATO troops with Indies' but they just end up team killing each other for some reason. If you could update the script or even advise me how to fix this I would really appreciate it. Share this post Link to post Share on other sites