Purzel 35 Posted November 14, 2018 Hi, my question is: How do I get an AI-sniper shoot at human players over distances (let´s say 400-500m / ranges over 500m up to 1000m would be much better)..? I revealed myself to the AI sniper, but he won´t shoot... Of course an appropriate sniper-rifle is given to AI. I´ve got an area-trigger which is the "viewfield" of the ai-sniper. If human players walk in (player in thisList) ... the sniper should start shooting at them from 500m away... Or is there a range-restriction and I just dont know...? Tipps and tricks anyone? Greetz Purzel Share this post Link to post Share on other sites
pierremgi 4738 Posted November 14, 2018 Ai's fire depends on visibility, raycasting, weapons used... So you will not change that easily, except playing in daylight and good weather condition. To start the thread, I suggest you : yourSniper reveal [yourGuy,4]; and { yourSniper setSkill [_x,1] } forEach ["aimingSpeed","spotDistance","spotTime"]; Share this post Link to post Share on other sites
beno_83au 1362 Posted November 14, 2018 I have something of a solution to this, though it is built into a wider ranging function, and I'm at work. But i can put something up tomorrow for it. 2 Share this post Link to post Share on other sites
Purzel 35 Posted November 14, 2018 THX! This is my actual Code: Area-Trigger named "trgl" activated when Blufor present serverside: yesCondition: (this) && {"MAN" countType thisList > 0}OnAct: if (isServer) then { nul = [] spawn { zieleinheitl = (list trgl) select 0; sniperwl reveal [zieleinheitl,4]; {sniperwl setSkill [_x,1] } forEach ["aimingSpeed","spotDistance","spotTime"]; [[[west,"HQ"],"You are detected by Sniper!!"], "sidechat", west, false] call BIS_fnc_MP; // Just for visual confirmation, the trigger has shot sniperwl setBehaviour "COMBAT"; while {{alive _x} count units sniperwl > 0} do {sniperwl dotarget zieleinheitl; sleep 12}; sniperwl doFire zieleinheitl; }; }; ------------------------------------- Actual the sniper is NOT shooting over a distance about 300m Is there a possibilty to make the ai-sniper use the rifles bipod? Share this post Link to post Share on other sites
Gunter Severloh 3948 Posted November 15, 2018 To add to this conversation, this very subject as per your title OP was asked before. Here is the thread from my AI Compilation list of another member about the subject, hope it can help: Make AI sniper shoots at 2000m https://tinyurl.com/y7k7yr5g 4 Share this post Link to post Share on other sites
beno_83au 1362 Posted November 15, 2018 Well, for what it's worth, this is basically a cut down version of something else I use with snipers. Download MIL_SniperFire.sqf and place it in your mission folder, then run it using: nul = [_sniper,_target,_shot,_delay] execVM "MIL_SniperFire.sqf; _sniper - The name of the unit doing the sniping. _target - The name of the unit being sniped. _shot - How many shots you want the sniper to fire (Optional. Default: 1). _delay - How many seconds to wait between firing shots (Optional. Default: 0). Example: //The sniper will fire a single shot at the target. nul = [sniper1,target1] execVM "MIL_SniperFire.sqf; //The sniper will fire 5 shots at the target every 10 seconds. nul = [sniper1,target1,5,10] execVM "MIL_SniperFire.sqf; Set your sniper up however you need to. Consider setting their behaviour and combatMode to avoid them firing on their own. Edit: Don't discount @Gunter Severloh's post though. It would be worth looking into. 4 1 Share this post Link to post Share on other sites
Purzel 35 Posted November 17, 2018 a big THX to all...!!!! 1 Share this post Link to post Share on other sites