pierremgi 3282 Posted June 18, 2019 11 minutes ago, Tankbuster said: I've been fiddling with calculatePath. It takes me a number of minutes to generate results using ATVs and drivers that this command returns in milliseconds. I do hope we'll get this command in the next stable. Sure but one question: What is it intended for? I mean, the engine calculates path as well, so the command is just a kind of visual "debug"? In what manner this could be useful in a script? Share this post Link to post Share on other sites
.kju 3163 Posted June 19, 2019 you can deduce from that information of AI movement paths, and maybe even built a something like costmap (terrain elevation per cell) 1 Share this post Link to post Share on other sites
killzone_kid 1249 Posted June 19, 2019 15 hours ago, pierremgi said: What is it intended for Sometimes commands are requested by internal BI designers for quite specific purpose 1 Share this post Link to post Share on other sites
Tankbuster 1612 Posted June 19, 2019 I want to use it for getting a nice straight stretch of road that I want to spawn a 'man a road block' mission. Currently I have to spawn an atv and send it to a distant destination and get an appropriate stretch of road as they drive and that takes time. This command can get me the data in a fraction of the time. 1 Share this post Link to post Share on other sites
nomisum 109 Posted June 19, 2019 22 hours ago, pierremgi said: Sure but one question: What is it intended for? I mean, the engine calculates path as well, so the command is just a kind of visual "debug"? In what manner this could be useful in a script? You can check each path node for restricted area and recalculate if necessary, for example. It potentially gives you a very good estimate where exactly a unit will move, much more reliable than rough waypoints. Could even use `setDriveOnPath` to disable any external impact on AI when they move. Share this post Link to post Share on other sites
pierremgi 3282 Posted June 19, 2019 1 hour ago, nomisum said: You can check each path node for restricted area and recalculate if necessary, for example. It potentially gives you a very good estimate where exactly a unit will move, much more reliable than rough waypoints. Could even use `setDriveOnPath` to disable any external impact on AI when they move. I can imagine all these features... thanks. After that, I'll be not surprised to see differences between these calculations and the in-game movement. First of all, the calculation hard fixes the behavior of the mobile (safe or aware or... for the whole path). In-game... One of the main AI problem is to see a unit making a large detour around fences (test in North Tanoa main airport) for proceeding north, unable to pass through destroyed fences (holes). Any player goes straight but no AI. So, now, at least we have a tool for drawing the wrong path... 2 Share this post Link to post Share on other sites
samatra 83 Posted June 30, 2019 Build 145798, setMagazineTurretAmmo command no longer lets you set magazine ammo above magazine capacity. This was very useful for cases where you need larger magazines as you obviously can't have custom magazines without addons. Please revert this change, we're actively using it. 1 Share this post Link to post Share on other sites
SuicideKing 230 Posted July 1, 2019 Currently, vehicles loaded inside other vehicles cannot use/move their guns and turrets, including FFV positions. Sometimes, it might be desirable to allow such behaviour, such as firing from the flatbed HEMMT. Could we get a script command that overrides the default turret lock while the vehicle is loaded into another vehicle/rack/ViV container? something like transportVehicle enableViVTurrets true; //enables turrets for all loaded vehicles transportVehicle enableViVTurrets [true, loadedVehicle]; //enables turrets for particular cargo vehicle (optional) //or transportVehicle enableViVTurrets loadedVehicle; //enables turrets for particular cargo vehicle transportVehicle disableViVTurrets loadedVehicle; //disables turrets for particular cargo vehicle and of course appropriate getters (e.g. isViVTurretsEnabled). Share this post Link to post Share on other sites
POLPOX 690 Posted July 9, 2019 Is there any specific reason that synchronizedObjects can't handle regular objects? I think it's odd behaviour since we can synchronize objects in Eden Editor very easily. Share this post Link to post Share on other sites
weaponslinger3 9 Posted July 23, 2019 Unsure when it occured, but the MP implimentation of the holdactions seems to not be working at the moment, old scripts that did work seem to no longer work in MP, usually doubling the actions up for other players now. Share this post Link to post Share on other sites
haleks 7378 Posted August 1, 2019 @reyhard: BIN_fnc_findTargetWeight only looks for soldiers on foot, is that intended? private _entities = getposatl _object nearentities [["CAManBase"],_scanRange]; That prevents aliens from engaging vehicles when in "Combat" mode (?). The doc seems to indicate that the targeting system should work with vehicles : Quote [bis_car,0] call bin_fnc_setTargetWeight - Vehicle and its crew will be ignored by the targeting system Share this post Link to post Share on other sites
reyhard 1978 Posted August 1, 2019 6 hours ago, haleks said: BIN_fnc_findTargetWeight only looks for soldiers on foot, is that intended? Semi intended - it was changed in one optimization run to detect characters only but plan was to add vehicle detection toggle via some variable (disabled in campaign in 90% cases) . Such change will probably arrive in 1.96 3 1 Share this post Link to post Share on other sites
POLPOX 690 Posted August 16, 2019 Sorry that this test isn't on Development Branch neither vanilla, but is this intended behaviour that animationState will return "" (empty string) if the unit isn't a man but an animal? EDIT: Also setAnimSpeedCoef doesn't work for animals too. Is this too? Share this post Link to post Share on other sites
nkenny 847 Posted September 15, 2019 Have tried to do a search. Am I the only one having trouble getting the alternative syntax for checkAIFeature to work? I am trying to check if a unit has "MOVE" or "PATH" AI features enabled. https://community.bistudio.com/wiki/checkAIFeature -k Share this post Link to post Share on other sites
killzone_kid 1249 Posted September 15, 2019 What version of the game are you using? Share this post Link to post Share on other sites
nkenny 847 Posted September 16, 2019 Confirmed. I'm an idiot. Running 194.xxxxxx. For reasons of personal idiocy I only checked the six last digits when looking at the version number. -k Share this post Link to post Share on other sites
LSValmont 658 Posted September 20, 2019 On 12/18/2018 at 6:01 AM, haleks said: Right now it's just that single change : class CfgSurfaces { class Default { AIAvoidStance = 2; }; }; I'll apply it to Ravage and add it as an optional PBO for Discipline (I reckon people who still use it will enjoy another little immersion tweak). Hey @haleks, Can this be implemented on missions without making it a PBO or @? Share this post Link to post Share on other sites
haleks 7378 Posted September 20, 2019 1 hour ago, LSValmont said: Hey @haleks, Can this be implemented on missions without making it a PBO or @? Nope, only a mod can change that kind of config. 1 Share this post Link to post Share on other sites
LSValmont 658 Posted September 20, 2019 2 minutes ago, haleks said: Nope, only a mod can change that kind of config. Thank you! You never got to add this to Discipline as an optional addon right? Share this post Link to post Share on other sites
haleks 7378 Posted September 20, 2019 Not yet, I had forgotten about it to be honest... ^^ I'll see if I can push a tiny update this week-end with the parameters I use for Ravage. 1 1 Share this post Link to post Share on other sites
snoops_213 74 Posted November 24, 2019 Is there a way to disable turrets and or pilot camera(target pods in planes)? Share this post Link to post Share on other sites