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Here you will see many improvements to this script:

Improvements:

  • Units are much faster entering rooms after breaching.  This makes them much more effective at clearing a room.
  • Enhanced Movement mod support.  Units can now hop fences, climb walls, climb objects, etc.
  • Units can now climb ladders.
  • Units can now carry a pistol only, or be unarmed.  Good for escorting hostage or VIP.
  • Unit team stays together better, and moves faster through positions.
  • Countless tweaks and bug fixes.

Will release this latest version in the next few days.

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On 11/15/2019 at 4:48 PM, johnnyboy said:

Will release this latest version in the next few days.

Turns out "next few days" was 15 days!  But here is the latest Beta Release that contains features described in previous post.  The Download Demo Mission links in top post are updated to the latest version.  I've included the mission on Malden used in the "How To create a path" video, and also the mission on Stratis where 4 man team clears a 2 story house that you have seen in multiple videos.

 

Its working pretty good.  Next I hope to use the script in an actual mission (that's a great way to flush out problems, and is more fun).

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Should be working.  I have stopped improving  it though.  No time for arma recently.

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I am trying to figure out a way to simply have one designate AI unit to follow the path. I can get the whole team to follow my custom plan in the example mission, but cant seem to figure out how to modify it to simply have an AI enemy guard continuously cycle through the points. Any help would be appreciated as this would make AI work with custom building interior compositions I am using in my open world style mission.

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1 hour ago, Liberty Bull said:

I am trying to figure out a way to simply have one designate AI unit to follow the path. I can get the whole team to follow my custom plan in the example mission, but cant seem to figure out how to modify it to simply have an AI enemy guard continuously cycle through the points. Any help would be appreciated as this would make AI work with custom building interior compositions I am using in my open world style mission.

I haven't tried this script in over a year, but it should work.  A single unit should be no different than a group.  Record the desired path, and run it for a group with only one unit.  That's my best guess.  

 

Is your problem that it works for a player commanded team, but you can't make it work for a non player commanded AI unit?

 

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2 minutes ago, johnnyboy said:

I haven't tried this script in over a year, but it should work.  A single unit should be no different than a group.  Record the desired path, and run it for a group with only one unit.  That's my best guess.  

 

Is your problem that it works for a player commanded team, but you can't make it work for a non player commanded AI unit?

 

 

That's exaclty what I mean. It could be due to my beginner level of scripting knowledge, I tried looking through the various functions to figure out how to just call it on the on AI group without having to have the player command it.

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21 minutes ago, Liberty Bull said:

 

That's exaclty what I mean. It could be due to my beginner level of scripting knowledge, I tried looking through the various functions to figure out how to just call it on the on AI group without having to have the player command it.

Well my example really wasn't geared to showing you how to have independent AI do it.  I dug thru the code, and think this is the format for the call.  You could call it from a waypoint, init.sqf, a trigger, or whatever:

_stack = [_stackMembers, _path, _house, 0,0,getpos (_stackMembers select 0), group player] call JBOY_stackManagerLaunch;

_stackmembers is an array, so for a single unit, just put him in an array like this:  [someDude]

_path could be hardcoded name of path your stored:  MyPath

_house should be house from init.sqf

The rest of the params should be ok.   So in your case, something like this:

 

_stack = [[myPatrolDude], myPath, house, 0,0,getpos (_stackMembers select 0), group myPatrolDude] call JBOY_stackManagerLaunch;

 

Let me know if that works for you.

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16 minutes ago, johnnyboy said:

Well my example really wasn't geared to showing you how to have independent AI do it.  I dug thru the code, and think this is the format for the call.  You could call it from a waypoint, init.sqf, a trigger, or whatever:


_stack = [_stackMembers, _path, _house, 0,0,getpos (_stackMembers select 0), group player] call JBOY_stackManagerLaunch;

_stackmembers is an array, so for a single unit, just put him in an array like this:  [someDude]

_path could be hardcoded name of path your stored:  MyPath

_house should be house from init.sqf

The rest of the params should be ok.   So in your case, something like this:

 


_stack = [[myPatrolDude], myPath, house, 0,0,getpos (_stackMembers select 0), group myPatrolDude] call JBOY_stackManagerLaunch;

 

Let me know if that works for you.

It's throwing error when I try and get the new unit to follow the path. I can still have the original units from the mission execute my new path when choosing the action menu items.

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@Liberty Bull I can help if you post the error text, your init.sqf code, and your call to JBOY_stackManagerLaunch.  And tell me where you make that call from (the init, a trigger, a waypoint, etc.).

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