Play3r 147 Posted March 1, 2020 Hey to all you great scripters in the A3 forum. I want to make a kind of a small intro to a game i want to make, that involves the player being a spotter for a Ai Sniper, when the player have spotted the target with his binoculars the Ai will shot the target. To make it simple: the target is named Targetoff Ai sniper is named AiShooter I have set up a trigger with this in ACT. Aishooter DoTarget targetoff; Aishooter DoFire Targetoff; Targetoff setdamage 0.95; All i need is a COND for my trigger. I have tried to put a radio Alfa and that works great so the Ai DoFire at the targetoff. if there is a tread in the forum plz guide me to it, i have tried to do a search but did came up empty handed. Share this post Link to post Share on other sites
Grumpy Old Man 3550 Posted March 1, 2020 A simple knowsabout check should do it. If the player knows about a unit, the information immediately jumps above 0 and is shared with all other members of the group. You can check for player or group player, makes no difference: group player knowsabout targetoff > 0 Cheers 1 Share this post Link to post Share on other sites
Play3r 147 Posted March 1, 2020 3 hours ago, Grumpy Old Man said: A simple knowsabout check should do it. If the player knows about a unit, the information immediately jumps above 0 and is shared with all other members of the group. You can check for player or group player, makes no difference: group player knowsabout targetoff > 0 Cheers Thanks @Grumpy Old Man But will that not fire the trigger if the AiSniper see him first before the player does ? it looks like the AiSniper fires before i find the TargetOff even if i look the other way. Share this post Link to post Share on other sites
beno_83au 1369 Posted March 1, 2020 2 hours ago, Play3r said: But will that not fire the trigger if the AiSniper see him first before the player does ? Yeah, but what about combining that with cursorTarget or cursorObject, as well as a check for the binos being looked through? 1 Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 1, 2020 currentWeapon player in ["Laserdesignator", "Laserdesignator_01_khk_F", "Laserdesignator_02", "Laserdesignator_02_ghex_F", "Laserdesignator_03", "Laserdesignator_mounted", "Laserdesignator_pilotCamera", "Rangefinder"] Is how I check if the player is using the binos or rangefinder etc https://community.bistudio.com/wiki/cameraView Can will return "GUNNER" if the player is actually looking through the optics. The you can use cursorobject as @beno_83au suggested 3 1 Share this post Link to post Share on other sites
Alert23 215 Posted March 2, 2020 maybe like this: put this in the AiShooter's init: AiShooter disableAI "MOVE"; AiShooter disableAI "TARGET"; AiShooter disableAI "AUTOTARGET"; and maybe this in a trigger: [] spawn { while {alive TargetOff} do { if (currentWeapon player == "Binocular" && cameraView == "Gunner" && cursorObject == TargetOff) then { if (!lineIntersects [getPosASL Aishooter, getPosASL Targetoff] && [getposatl AiShooter,getdir AiShooter,45, getposatl TargetOff] call BIS_fnc_inAngleSector) then { AiShooter doTarget TargetOff; AiShooter forceWeaponFire [weaponState AiShooter select 1, weaponState AiShooter select 2];}; }; }; }; 1 Share this post Link to post Share on other sites
Play3r 147 Posted March 5, 2020 On 3/2/2020 at 4:41 PM, Alert23 said: maybe like this: put this in the AiShooter's init: AiShooter disableAI "MOVE"; AiShooter disableAI "TARGET"; AiShooter disableAI "AUTOTARGET"; and maybe this in a trigger: [] spawn { while {alive TargetOff} do { if (currentWeapon player == "Binocular" && cameraView == "Gunner" && cursorObject == TargetOff) then { if (!lineIntersects [getPosASL Aishooter, getPosASL Targetoff] && [getposatl AiShooter,getdir AiShooter,45, getposatl TargetOff] call BIS_fnc_inAngleSector) then { AiShooter doTarget TargetOff; AiShooter forceWeaponFire [weaponState AiShooter select 1, weaponState AiShooter select 2];}; }; }; }; @Alert23 i keep getting a error either i put this in the COND or ACT filed of my trigger. If i put inside the COND it says : Type script, expected Bool and i get a something about the script with a # in the first line of code. If i put it inside ACT ist says : On activation Type Script expected Nothing.. What can i be doing wrong, do i need to use CBA to get the script to work?? thanks Share this post Link to post Share on other sites
Alert23 215 Posted March 5, 2020 2 hours ago, Play3r said: @Alert23 i keep getting a error either i put this in the COND or ACT filed of my trigger. If i put inside the COND it says : Type script, expected Bool and i get a something about the script with a # in the first line of code. If i put it inside ACT ist says : On activation Type Script expected Nothing.. What can i be doing wrong, do i need to use CBA to get the script to work?? thanks sry, i test that in debug console. Trigger Cond: currentWeapon player in ["Laserdesignator", "Laserdesignator_01_khk_F", "Laserdesignator_02", "Laserdesignator_02_ghex_F", "Laserdesignator_03", "Laserdesignator_mounted", "Laserdesignator_pilotCamera", "Rangefinder","Binocular"] && cameraView == "Gunner" && cursorObject == TargetOff && !lineIntersects [getPosATL Aishooter, getPosATL Targetoff] && [getPosATL AiShooter,getdir AiShooter,45, getPosATL TargetOff] call BIS_fnc_inAngleSector && alive TargetOff On activation: [] spawn { AiShooter doTarget TargetOff; sleep 1; AiShooter forceWeaponFire [weaponState AiShooter select 1, weaponState AiShooter select 2];}; 1 Share this post Link to post Share on other sites