jandrews 116 Posted November 14, 2014 (edited) fixed Edited November 17, 2014 by JAndrews1 Share this post Link to post Share on other sites
crow_x 1 Posted November 19, 2014 (edited) I'm sure I've more than likely misread something somewhere, but....can someone please help? With the OPFOR spawning in the given zone, why do they just completely ignore the BLUFOR, even when we shoot them? Is it a problem with using one of the following, AGM, ATM Air Drop, Set/Get Loadout, NRF Units? I even take the NRF out and just put in vanilla BLUFOR Units and they still just look at me, then move on lol. Fixed. No just have the issue where they want to throw so many grenades and use pistols instead of rifles lol. Edited November 22, 2014 by Crow_X Fixed first issue Share this post Link to post Share on other sites
jandrews 116 Posted November 22, 2014 hey all. I like this EOS so I am wondering is there a AI script/mod that works with this? it seems VCOMAI does not. anyone know of a way to get the spawned in AI to react more to shooting and taking cover. it seems each group spawned in just walks around as the other groups are engaging. Share this post Link to post Share on other sites
jandrews 116 Posted December 2, 2014 anyone know of a way to get the spawned in AI to react more to shooting and taking cover. it seems each group spawned in just walks around as the other groups are engaging. Anyone know a way to use VCOMAI or any AI scripts for spawned in AI. they seem to go default behavior once spawned in game. Share this post Link to post Share on other sites
cruoriss 12 Posted December 2, 2014 (edited) Anyone know a way to use VCOMAI or any AI scripts for spawned in AI. they seem to go default behavior once spawned in game. VCOM AI acually works with eos, it loops every 5 second or so to add the modified behaviour to newly spawned AI . I can't tell if you're using the addon version but VCOM script worked perfectlly fine with EOS last time i tried . EDIT : Addon version also loop, no reason it wouldn't work with EOS Edited December 2, 2014 by vinceXD Share this post Link to post Share on other sites
jandrews 116 Posted December 2, 2014 VCOM AI acually works with eos, it loops every 5 second or so to add the modified behaviour to newly spawned AI .I can't tell if you're using the addon version but VCOM script worked perfectlly fine with EOS last time i tried . EDIT : Addon version also loop, no reason it wouldn't work with EOS thanks for the input. So what I am seeing is, when a group of AI is engaged that group responds to fire, taking cover, smoke grenades etc.. BUT other spawned groups not engaged just stand or patrol or do whatever and do not respond. Its funny, the group engaged responds BUT the AIwarningdistance does not take affect for other groups. or so it seems. Share this post Link to post Share on other sites
cruoriss 12 Posted December 4, 2014 (edited) thanks for the input. So what I am seeing is, when a group of AI is engaged that group responds to fire, taking cover, smoke grenades etc.. BUT other spawned groups not engaged just stand or patrol or do whatever and do not respond. Its funny, the group engaged responds BUT the AIwarningdistance does not take affect for other groups. or so it seems. Had this issue too, since eos spawn units with many waypoints it's normal . VCOM AI try not to mess with defined waypoint so AI won't change direction unless directly attacked . Quote from VCOM AI thread : "The AI will respect mission makers! The AI is designed to be flexible enough to make a difference but not over controlling to the point that missions get ruined. If you put down a squad of AI without a waypoint, they will respond as they see fit. However, if you put down a squad of AI with a hold waypoint, guard waypoint, or any waypoint at all, they will prioritize their current orders and be less likely to support friendlies as a result. " Don't know if there's a fix for it, you should ask here : http://forums.bistudio.com/showthread.php?176244-AI-Overhaul-Reactive-Squads Edited December 4, 2014 by vinceXD Share this post Link to post Share on other sites
jandrews 116 Posted December 4, 2014 VinceXD hey I already have chatted with Genesis, I think he is redoing some of his script to meet some requests. Look at his first page at top, it lists "requests" , trust me I have submitted a few including this. But If you have more please tell him, he is very pleasant and tries to meet the communities requests. Share this post Link to post Share on other sites
Coolinator 10 Posted December 7, 2014 Need help, i want to put speed hmg boats, but there's no parameter for boats? Share this post Link to post Share on other sites
jshock 513 Posted December 7, 2014 Need help, i want to put speed hmg boats, but there's no parameter for boats? Check the OP, boats are in v1.98 (the most current version), and all instructions are found in the download in the EOSReadMe.pdf file. Share this post Link to post Share on other sites
Coolinator 10 Posted December 7, 2014 Check the OP, boats are in v1.98 (the most current version), and all instructions are found in the download in the EOSReadMe.pdf file. i checked it but theres no instruction for boats? is it in motorize category , or armored category? im confuse :( Im using the latest 1.98 version. Share this post Link to post Share on other sites
Coolinator 10 Posted December 16, 2014 Forget about the boats lol. How do i make a task for EOS? For example when all enemies dead in area marker killed, task completed? i could do a trigger but i dont how to do it with spawning AI's? Share this post Link to post Share on other sites
bangabob 45 Posted December 16, 2014 Forget about the boats lol.How do i make a task for EOS? For example when all enemies dead in area marker killed, task completed? i could do a trigger but i dont how to do it with spawning AI's? You could detect when the zone is cleared via a color check waitUntil {("mkr" getMarkerColor) == "colorGreen"}; //task complete Share this post Link to post Share on other sites
Coolinator 10 Posted December 17, 2014 You could detect when the zone is cleared via a color check waitUntil {("mkr" getMarkerColor) == "colorGreen"}; //task complete Ahh ty Share this post Link to post Share on other sites
tay-uk 13 Posted December 17, 2014 Is this code used in the condition of a trigger? waitUntil {("mkr" getMarkerColor) == "colorGreen"}; As when I put it in the condition box it doesn't allow it :( Share this post Link to post Share on other sites
jshock 513 Posted December 17, 2014 Is this code used in the condition of a trigger? waitUntil {("mkr" getMarkerColor) == "colorGreen"}; As when I put it in the condition box it doesn't allow it :( You would put this in a script to suspend it until that marker has changed color, then continue the script. Share this post Link to post Share on other sites
tay-uk 13 Posted December 17, 2014 (edited) Ok thanks for reply. I am just using this is an editor placed trigger condition which works nicely for this purpose. "mkr" getMarkerColor == "colorGreen" Edited December 24, 2014 by Tay-uk Share this post Link to post Share on other sites
nullsys 10 Posted December 18, 2014 (edited) How do you spawn a location AFTER mission start? I wanted to have a zone appear randomly on the map via a radio trigger. I can simply call EOS_spawn with the standard parameters in the editor, preview and it works. But in multiplayer, nothing is spawned and the marker stays black. What do you need to do ? Edited December 18, 2014 by nullsys Share this post Link to post Share on other sites
Coolinator 10 Posted December 22, 2014 (edited) You would put this in a script to suspend it until that marker has changed color, then continue the script. Hey Jshock could you show me an example how to use it in a script and initialize it? im still not sure how to do it :( i want to call BAS_zone_2, after BAS_zone_1's marker turns green. Im not a pro scripter, but i tried this, i don't know if it's right lol. waitUntil {("BAS_zone_1" getMarkerColor) == "colorGreen"}; null = [["BAS_zone_2"],[4,2],[2,2],[2],[2,0],[2,0,EAST,TRUE],[0,2,120,TRUE,FALSE]] call Bastion_Spawn; or could you show how to do it by trigger? Edited December 22, 2014 by Coolinator Share this post Link to post Share on other sites
jshock 513 Posted December 22, 2014 That looks correct to me. Share this post Link to post Share on other sites
Coolinator 10 Posted December 22, 2014 That looks correct to me. oh wow i didn't expect to get it right lol. Thanks :) Could you show me how to do it by trigger? Share this post Link to post Share on other sites
jshock 513 Posted December 22, 2014 That is basically answered by Tay-uk on a post on the last page, just put what he has in trigger condition and your script call in onAct. Share this post Link to post Share on other sites
Coolinator 10 Posted December 22, 2014 That is basically answered by Tay-uk on a post on the last page, just put what he has in trigger condition and your script call in onAct. I tried doing that but It keep saying error :( Share this post Link to post Share on other sites
jshock 513 Posted December 23, 2014 Well...what's the error? Share this post Link to post Share on other sites
Coolinator 10 Posted December 23, 2014 Well...what's the error? i put this inside trigger condition "mkr" getMarkerColor == "colorGreen"; then it just gives me "missing ;". Share this post Link to post Share on other sites