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[Release] fn_taskRush/Hunt/Creep by nkenny

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On 11/14/2019 at 11:56 PM, TWRoach said:

hi can I execute these wp commands when I spawn ai ?

 

Yes, can confirm that works (well). Tested with Jebus's script.   

 

Wud love to add the hunt/creep/rush script to @achilles mod, but I'm not sure how to add as module. If any one manages it plse pm me.

 

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Kenny, ran into a strange situation and thought I might mention it to you.

I'm building a mission on the map Panthera, where we arrive at Port Rontus. For some strange reason Rush refuses to work.

I tried it on other areas of the same map and it works as usual.

Just thought It point it out, was wondering what was causing it so I could avoid it down the road.

 

BTW, all my missions include your work rush/hunt /creep.

Great work!

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@fawlty
Thanks!  Yeah, I have on occasion found the same thing to happen. Mostly it occurs on community made maps. Seems a problem with pathfinding, to which there is no easy workaround. 


@TWRoach
Absolutely. If you run the lambs danger fsm you can do so by waypoints.  The example below should get you on the right track. 

Example: 

_group = [player getPos [600,random 360],EAST,6] call bis_fnc_spawnGroup; 
[_group,1000] execVM "fn_taskRush.sqf";



-k 

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Keeny,

I'm using your fn_taskHunt.sqf on enemy air and ground drones with invisible satchels attached to drive my mates insane  😄

 Is there a part of your script I can change to get the drone to stop or approach a little bit closer to the victim to make things a little more realistic? 

 

Thanks in advance.2.jpg~original

F

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Hi @fawlty

Didn't see your post before now. Haha that is pretty evil! 

Which is it? Do you want the drones to drive closer or stop before they reach the victim?  🙂

 

-k 

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I was hoping they'd come in a little closer without stopping before I set for the detonation to go off.

I realize it may be a arma ai thing but thought Id check with you.

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