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Update

added

 

Threads

AI CAS, Helicopters, & Jets

Helicopters

  • Let's make AI Helicopter Landings great!
  • Helicopter To Wait For All Players

Jets & Planes

  • AI calls air strike
  • Ai planes

AI Actions, Behavior, Movement, & Shooting

AI Movement

  • Make AI keep disableAI "Path" on Zeus disconnect

Artillery, Mortars, & AT soldiers

Artillery

  • AI Artillery Script

Mission Editing & Scripting

  • AI multiplier

AI Hunting player/group

  • Create group to chase player by script

AI Triggers & Waypoints

Waypoints

  • Returning the AI to waypoint behaviour

AI Squad Command, Guides, & Join

Squad Commands

  • Rejoin rogue AI units back to their original group

AI Injury & Medical

  • Make AI unconscious and pick them up?

==================

Scripts - Adjusted spacing on script page as there were few overs paced listings.

 

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Update

Its that time of the month again!

      Seems like its been 3+ months since i last updated this but it was but a month.

So as some of you may know i update this list once a month which allows ample time for threads, scripts, mods, and whatever else

AI related to be created or released, considering im active everyday on the forums it allows me to see anything that pops up, although there are things i do miss

some so if you find something AI related that i haven't seen please let me know either in reply to the thread or send me a pm and i will add it to the list accordingly!

 

As for the update, i have a big one for you:

added:  threads

 

AI Actions, Behavior, Movement, & Shooting

AI Behavior

  • Don't punish player for friendly fire against AI team mates
  • DisableAI "AUTOTARGET" by keyboard press

AI Spawn & Respawn

  • Creating a sector capture scenario with respawning AI
  • Unit recruitment and dismissal
  • HELP Respawn playable units in group on mp

AI Halo, Parachuting, & Paradrops

  • Paradrop all AIs at one time

AI Squad Command, Guides, & Join

Join

  • AI following player in safe

Mission Editing & Scripting

  • HELP with ai detecting script

AI & Buildings

  • Attach AI to random start building?

AI Chat, Dialogue, Interaction, & Speech

Chat

  • AI Chat via Triggers
  • How to make an AI unit say the generic "ready" AFTER code of addAction is completed?

Multiplayer & Server

  • [SOLVED] AI player control when player leaves server

AI CAS, Helicopters, Jets & Planes

Jets & Planes

  • AI drop bomb on lased target

========================

Misc updates

  • Changed the wording on some of the listings as they made no sense, their word order was off.
  • Replaced the wording of some listings with lowercase letters as some listings were all capitals (only in areas i had added new listings too)

=====================

New project - Category condensing/url in the title and number system

Each title of a listing is a link itself and numbering all the listings in a category.

Currently i got up to the AI CAS, Helicopters, Jets & Planes section i stopped after AI Cas, i will work on the rest another time.

 

This method severely condense the list for each category reducing the need to scroll, and making each title more specific in its focus.

    However tinyurl is still being used, i just copied each tinyurl that belonged to a listing and pasted the link into the title, i may replace the tinyurl with

the actual thread url in the future, but it will all depend on what i figure out in terms of being the fastest method for doing that.

     The numbering of each listing is for associative purposes, its meant to aid the would be reader see listings listed specifically as the numbers disrupt

the listings from blending in when a viewer is looking at them all, and its also meant as a reference number for the future if the user were to go back to it.

 

Using original thread url vs tinyurl

Switching pages, copying links, then pasting them is extremely time consuming considering the massive volume of the list already

so time wise its almost unrealistic, regardless 99% of all the linked titles in each category are threads on the forums here, anything else is on the BI wiki

so i may just stick with the tinyurl, unless someone gives me a good reason why its needed.

All for today, cheers!

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Update

added

 

Scripts

Spawning

  • Generic Ambient Combat Script

Threads

Mission Editing & Scripting

  • Mission Editing & Scripting
  • Help with spawnAI CFGclasses
  • Get stance setting of AI unit

AI Chat, Dialogue, Interaction, & Speech

  • Make AI shout when firing weapon

AI CAS, Helicopters, Jets & Planes

Jets & Planes

  • How to make a perfect AI pilot - Tutorial

Helicopters

  • AI Autonomous drones - How?

AI Triggers & Waypoints

Triggers

  • Need help with AI Simulation

AI Spawn & Respawn

  • Mission params / spawn AI module setting

======================

Misc update

I have completed putting all links for every thread topic link into their topics, and numbered them all

took my time on this, so i spent the month of November doing this. The number of total threads in the list is 685!

Yes i took 2 min and counted them all.

Alright guys thats November's update, hope to see you next month! Cheers!

 

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Update

Its time for another update, just to note, i update this list once a month based on content released

or posted in the community concerning AI.

Also in this update, i have just started using the links for the threads and armaholic as is, and have done away with tinyurl.

 

This will be the last update of the year, want to thank all of you whom took an interest in my list here, hope it helped you locate

what you were looking for, i know i used it several times with my missions, lol

Will see you in the new year. Cheers!

 

added

Threads

AI Triggers & Waypoints

Triggers

  • Spawn AI activated by trigger?
  • AI Move to vehicle position on trigger

Waypoints

  • How do I make 2 AI walk side by side?
  • AI VICs with WP's offroad do not move

AI Spawn & Respawn

  • Spawning AI into High Command
  • Sector Control and AI Spawn modules after save/load?

AI & Buildings

  • How to have AI start on top floor of random tower?

AI Actions, Behavior, Movement, & Shooting

AI Shooting

  • AI firemode?

Mission Editing & Scripting

  • AI Setting Respurce Consumptions

AI Driving - Boats,Tanks, & Vehicles

Vehicles

  • Force AI group out of player vehicle

Scripts

Medical

  • Advanced Auto Medic Unit Script
  • Basic AI Medic FSM

Special Actions & Behavior

  • Suicide Bomber
  • Arma 3 Suicide Bomber Script
  • ArmA 3 UnitCapture/UnitPlay functions for Infantry Units
  • HETMAN - Artificial Leader [NR6 Edition]
  • Group Joiner
  • GF Ravage Static Traders Script

  • Espionage Script

Spawning

  • Custom AI Creator

Driving & Patrol

  • Convoy

Recruitment

  • Configurable Motorised Infantry Reinforcement Script

Civilian

  • Civilian Vehicles
  • Civilian Opinion and Interaction

Air - Helicopter & Support

  • Helicopter Extraction Script
  • Helicopter Service

Occupation

  • GF Auto Population Script

  • GF Auto Population Zombie Script

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Just something we collectively found out in A3 discord editing section. Dunno if you already have stuff comment on this, havent checked everything.


If an AI is squadleader, disembarking AI units via any script command from vehicle (including static weapons) always leads to them walking ~10m away from vehicle before continuing any other orders (Distance depends on vehicle size). This can lead to problems if the vehicle is inside / on top of a building (as it may want to walk outside the building first) or in a tight space.

Only exception is moveOut script command - then they wont walk 10m away. But with moveOut specific character animations are not played (e.g. not plane getout animation, but generic "getoutHigh/Low/Medium" are played) and vehicleDoors dont animate if the animation exists.

You can break the "walk 10m away" issue on AI squadleaders by eventhandlers on vehicle (thanks to Leopard20 for solution). Add to init field of vehicle
 in question.

	this addEventHandler ["GetOut", {
		 params ["_veh", "", "_unit"];
		 if (!isPlayer _unit) then {
			  _unit addEventHandler ["AnimStateChanged", {
				 params ["_unit", "_anim"];
				 if (_anim select [0,4] == "amov") then {
					  _unit playActionNow "STOP";
					  [_unit] joinSilent group _unit;
					  doStop _unit;
					  _unit removeEventHandler ["AnimStateChanged", _thisEventHandler];
				 };
			}];
		 };
	}];

If you are player squadleading AI, using > unit action ["eject",vehicle unit]<  will not lead to them walking 10m away.


Another peculiarity - pilots under player command sometimes cant execute an eject action.

Another peculiarity - cargo passengers (that are not personturrets) will not be targeted at by enemies, even if the rest of the crew are vulnerable by config. Only the vehicle (e.g. an open transport truck)  may be targeted by grenades/RPG, and the driver will be shot at with rifles. As soon as the cargo exits, they will be fired upon of course.

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14 hours ago, x3kj said:

Dunno if you already have stuff comment on this, havent checked everything.

Proabably not, dont look familier so its fine, good information im sure someone can find it useful for their missions, i could add it to the list

for threads and link your post because future updates will probly bury your post, so i'll do that for the next update, thanks again

for the information and what you guys discovered!

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Update

Its that time again, time for an update Happy New Year btw!

 

Added Threads

AI Accuracy, Skill, & Spotting/distance

Spotting & Distance

  • Making AI forget you
  • Delayed detection of playable AI's death

AI Injury & Medical

  • Protect AI teammates from dying?

AI CAS, Helicopters, Jets & Planes

Helicopters

  • AI landing by Heli

Jets & Planes

  • Force AI Plane turn engine to maximum?

Mission Editing & Scripting

  • How to deactivate AI / Simulation?
  • Need Help Exiting an AI clear building script
  • Need help for Scripting AI missile firing

AI Spawn & Respawn

  • Player & AI Re-Spawn

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I know its early days and everyone is still figuring stuff out, but are your script compilations hosted anywhere else other than Armaholic. Is there anywhere else a beginner like me can find scripts by category like that ??

 

Sad times.

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29 minutes ago, ldnsmudge said:

but are your script compilations hosted anywhere else other than Armaholic.

Sorry no, about 98% of all the scripts and mods i compiled are ... were on Armaholic :face_palm: anything else depending is linked

to a thread on the forum here.

32 minutes ago, ldnsmudge said:

Is there anywhere else a beginner like me can find scripts by category like that ??

Take a look at my other compilation list, it has alot of information on scripting, guides, tutorials, references, tools, and

Killzone kid has a ton of scripts and code on his site which i compiled here

Scripting Guides & Tutorials Compilation List

https://forums.bohemia.net/forums/topic/229245-scripting-guides-tutorials-compilation-list/

Hope that helps!

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2 hours ago, Gunter Severloh said:

Sorry no, about 98% of all the scripts and mods i compiled are ... were on Armaholic :face_palm: anything else depending is linked

to a thread on the forum here.

Take a look at my other compilation list, it has alot of information on scripting, guides, tutorials, references, tools, and

Killzone kid has a ton of scripts and code on his site which i compiled here

Scripting Guides & Tutorials Compilation List

https://forums.bohemia.net/forums/topic/229245-scripting-guides-tutorials-compilation-list/

Hope that helps!

Awesome - thx man.

 

I hope this gets resolved in a way that manages to see all the content survive somewhere.

 

Thx again

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Update

Its been a while since i updated this, but i been slowly collecting threads for AI and there hasn't been alot of it.

Normally i would update once a month, but i will update based on the amount i collect.

    Aside the added threads below, there were a few misspells of thread titles fixed, as well

as missing punctuation.

 

added

 

Threads

AI Actions, Behavior, Movement, & Shooting

AI Actions

  • AI Animation

AI Movement

  • Enable Prairie Fire DLC AI to navigate rice paddies

AI Injury & Medical

  • How to know if AI unit stopped bleeding (ACE)?

AI Hunting player/group

  • Track a moving enemy

AI Squad Command, Guides, & Join

Squad Command

  • Why aren't my AI units attacking?

AI CAS, Helicopters, Jets & Planes

Helicopters

  • AI helicopter takes off at point A, flies to point B, lands: how best to do this?

AI Spawn & Respawn

  • Reoccurring AI Group Spawn if Objective Seized

AI Driving - Boats,Tanks, & Vehicles

Vehicles

  • AI stops driving when player is moved into vehicle

Scripts

Driving & Patrol

  • JBOY Boat Waypoints script

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