champ-1 40 Posted November 27, 2014 (edited) Hey, guys! I have couple questions for you: 1. What is the easiest way to make two AIs pretend they are talking? 2. Is there a way to simulate "Dismissed" waypoint behaviour (casual relaxed animations, sitting and so on) for AI without them walking too far from original position? 3. How to make AI move from point A to point B strictly on roads? 4. How to detect how many seats/free seats has vehicles? Edited November 27, 2014 by Champ-1 Share this post Link to post Share on other sites
kovvalsky 13 Posted November 27, 2014 MP or SP? ---------- Post added at 13:45 ---------- Previous post was at 13:35 ---------- 1. Go to animation viewer and search. then you can use switchMove, playMove, playMoveNow or playAction (action list) or maybe BIS_fnc_ambientAnim 2. Yes, you can use on Act inside waypoint to do things or exec scripts Share this post Link to post Share on other sites
Larrow 2826 Posted November 27, 2014 3. How to make AI move from point A to point B strictly on roads?Strictly - I dont know. More than likely - Set their behavior to careless or safe. This Wiki page maybe helpful .4. How to detect how many seats/free seats has vehicles? emptyPositions is one possible way. Share this post Link to post Share on other sites
champ-1 40 Posted November 27, 2014 MP or SP?MPor maybe BIS_fnc_ambientAnim I think this is a good one, thanks.2. Yes, you can use on Act inside waypoint to do things or exec scriptsNo I want to make units do animations similar to "dismissed" waypoint and make them wander around for a bit (but not too far).---------- Post added at 16:30 ---------- Previous post was at 16:28 ---------- Set their behavior to careless or safe.But then they are not going to shoot anyone. This is less than optimal. emptyPositions is one possible way.Derp. Didn't know about this one, thanks. :) Share this post Link to post Share on other sites
Larrow 2826 Posted November 27, 2014 But then they are not going to shoot anyone. This is less than optimal.From safe they should. If safe they will change to Aware on detecting enemy, then its just down to combat mode on whether they will actually fire or not. Needs lots of testing i admit. Read the Wiki page i linked. Share this post Link to post Share on other sites
kovvalsky 13 Posted November 27, 2014 MP: 1. i think BIS_fnc_ambientAnim is local, you need to use BIS_fnc_MP to do that works on all players. 2. You need to do it manually.. 1. Go to animation viewer and search. then you can use switchMove, playMove, playMoveNow or playAction (action list) or maybe BIS_fnc_ambientAnim Share this post Link to post Share on other sites
jshock 513 Posted November 27, 2014 MP:1. i think BIS_fnc_ambientAnim is local, you need to use BIS_fnc_MP to do that works on all players. 2. You need to do it manually.. There have been two recent threads regarding BIS_fnc_MP and BIS_fnc_ambientAnim, and both came to the conclusion that it doesn't provide the desired results. Share this post Link to post Share on other sites
austin_medic 109 Posted November 27, 2014 There have been two recent threads regarding BIS_fnc_MP and BIS_fnc_ambientAnim, and both came to the conclusion that it doesn't provide the desired results. Simply find the animation you want then stick this inside init.sqf fnc_myAnimation = { _unit = _this select 0; _anim = _this select 1; _unit switchMove _anim; }; then to call that function later you just use this: [[my_unit_here,"my_animation_string_here"],"fnc_myAnimation",true,false] call BIS_fnc_MP; Share this post Link to post Share on other sites
jshock 513 Posted November 27, 2014 Simply find the animation you want then stick this inside init.sqf fnc_myAnimation = { _unit = _this select 0; _anim = _this select 1; _unit switchMove _anim; }; then to call that function later you just use this: [[my_unit_here,"my_animation_string_here"],"fnc_myAnimation",true,false] call BIS_fnc_MP; Yep that would be the way to do it, they were just specifically referencing the BIS function :p. Share this post Link to post Share on other sites
champ-1 40 Posted November 27, 2014 Too bad there is no ready function for that. Too much effort for such simple thing. ---------- Post added at 23:23 ---------- Previous post was at 23:22 ---------- There have been two recent threads regarding BIS_fnc_MP and BIS_fnc_ambientAnim, and both came to the conclusion that it doesn't provide the desired results.Could you link it, please? Seems like a decent function to me. Share this post Link to post Share on other sites
jshock 513 Posted November 27, 2014 I made the suggestion to use BIS_fnc_MP in this thread, but the other guy came in saying it didn't work, I just took what he said as true, so he could have had it setup wrong, who knows. http://forums.bistudio.com/showthread.php?182180-POLPOX-s-Calm-Animations-Script&p=2822838&viewfull=1#post2822838 Share this post Link to post Share on other sites