Jump to content
Sign in to follow this  
raedor

Mapfact releases MAP_Misc

Recommended Posts

Lets all calm down [bright *idea*] isn't it tounge2.gif

Anyways.. why do my AI stop shooting at invisible targets after they say they have killed them? shouldn't they be invincible...??

Share this post


Link to post
Share on other sites

The targets are invisble to the player, but the AI must 'see' them to fire at it.

The ... is killed/destroyed message are automatically played when the target is destroyed.

It's possible to increase the accuaracy to reduce the 'identification quality',

but then the AI must be nearer and/or show very much longer at the targets to identify them as friend or foe.

(like the version error in V1.0  confused_o.gif )

We have to do some essential things we needed for better handling of actual and planed features of the Map_Misc,

but after that we hopefully can enhance a lot.

But this take a lot more time and the deadline lay a lot of weeks in the future. whistle.gif

Share this post


Link to post
Share on other sites

Hehe, Matt said that the targets should be invincible, not invisible for AI wink_o.gif

Share this post


Link to post
Share on other sites

*cough* isn't it the same ?

my #%&$% englisch icon_rolleyes.gif

It's not so easy to create invisible targets that would be indestructible (imho a better word  wink_o.gif )

that the AI identify with the same quality.

Ok, my old (OFP) models forces the hitpoint away from the object, but they were also destructable by area damage.

(Also a lot of Users have wished that the targets destructable to have more firecontrol)

Increasing the armor is not a useful way,

this brings the AI to use much heavier ammo for shooting and stop shooting with smaller caliber.

Share this post


Link to post
Share on other sites

Yeah, it might be a good idea to include invincible invisible targets in the next version as well. For some reasons you might need weak invisible targets that can be destroyed easily and for other reasons you might want to have something stronger.

Share this post


Link to post
Share on other sites

Or add a script that automatically sets the damage to 0... (or replaces a dead target).

Share this post


Link to post
Share on other sites
Or add a script that automatically sets the damage to 0...

But put the armor/health of the objects very high anyway, incases with massive weaponary fired at the objects wink_o.gif

Share this post


Link to post
Share on other sites
Or add a script that automatically sets the damage to 0...

But put the armor/health of the objects very high anyway, incases with massive weaponary fired at the objects wink_o.gif

If you set it to high values, AI won't attack it with normal guns... confused_o.gif The AI checks the relation between bullet hit value and total armour of the target. If it realises that it needs too many bullets to kill it, it won't start shooting.

Share this post


Link to post
Share on other sites
If you set it to high values, AI won't attack it with normal guns... confused_o.gif The AI checks the relation between bullet hit value and total armour of the target. If it realises that it needs too many bullets to kill it, it won't start shooting.

Ah wink_o.gif Thanks whistle.gif

Share this post


Link to post
Share on other sites

for indestructable you can add

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType = "Destructno";

in config

both kinds are good , because with invinsible they shoot until ammo runs out o you have to delete them first .

with this kind of destruct tho it will make any hit addeventhandlers less stable .incase it apllies here.

Share this post


Link to post
Share on other sites
for indestructable you can add

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType = "Destructno";

in config

both kinds are good , because with invinsible they shoot until ammo runs out o you have to delete them first .

with this kind of destruct tho it will make any hit addeventhandlers less stable .incase it apllies here.

Ähm ... afaik ... the "destructno" (in OFP) only shows no optical destruction,

but the Model are normal damaged / destroyed and the AI stops firing.  huh.gif

On a invisible target this should be bring no Effect.

The only way i see to 'protect' the lower armored targets from damage is a 'createanotherobject'-funktion.

But this should be script only and have no fixed binding at all targets.   wink_o.gif

Share this post


Link to post
Share on other sites

Just to add my 0.20 SEK I also think having indestructible versions of the invisible targets as would be usefull.

Sorry if jumping ahead but also wonder if you plan to port all the objects available in MAP_MilObj-Pack.pbo to ArmA (I understand you need the editing tools first)?

/KC

Share this post


Link to post
Share on other sites
Quote[/b] ]Ähm ... afaik ... the "destructno" (in OFP) only shows no optical destruction,

but the Model are normal damaged / destroyed and the AI stops firing

altho moot because you require it not binded .

for the record and to undo any confusion

adding

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">destrType = "Destructno";

will make the target indestructable

as seen here (availabe 5 mins after post time)

Share this post


Link to post
Share on other sites

Sometimes I see this error:

mapmiscerrorcs6.jpg

This error appears randomly in demo missions. Don't know what to do...

Edit:

Maybe thats because of the game version. I'm playing 1.02.

Share this post


Link to post
Share on other sites

Sorry, but i can't reproduce this error and no one else have reported that to us.

Maybe an error from an other addon/modification ? huh.gif

Share this post


Link to post
Share on other sites

Can you please describe what you did when the error message occured?

The game version shouldn't be a problem. That's the exact same version we used to develop this one.

Please check your addons and modfolders. Then start your ArmA only with one addon at the time and see what happens. This way it should be possible to identify the problem. Please let us know about your findings so we can make sure to fix possible problems in the misc. wink_o.gif

Share this post


Link to post
Share on other sites

This bug should be fixed now. Expect an updated version in the next days. Thanks for reporting. smile_o.gif

Share this post


Link to post
Share on other sites
This bug should be fixed now. Expect an updated version in the next days. Thanks for reporting. smile_o.gif

Glad, that it helped and thanks for upcoming update. smile_o.gif

Share this post


Link to post
Share on other sites

Damn I'm having a hell of a time trying to get those invisible targets to worK banghead.gif I have tried every target (named t1) so I can get the GBU Harrier to drop its bombs on them, using this dotarget t1 and this dofire t1 I have a funny feeling I'm not doing something right, any help please?

Share this post


Link to post
Share on other sites

For now, try to create an object of type LaserTarget. Maybe you see the laser targets in later versions of the addon. smile_o.gif

Share this post


Link to post
Share on other sites

Nevermind, Figured it out.

If you're having problems with the targets, make sure you haven't got a duplicate of the file in a mod target

Share this post


Link to post
Share on other sites

I've updated pbo and I still have that error with sections sad_o.gif

It appears randomly...

I looked in .rpt file and here it is:

Quote[/b] ]Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Warning Message: No entry 'bin\config.bin/CfgModels/default.sections'.

Warning Message: Size: '/' not an array

Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'.

Warning Message: '/' is not a value

Strange...

Share this post


Link to post
Share on other sites

RPT Errors:

Sorry, but in my .rpt file are no such entrys ... imho it must be produced by another addon huh.gif

Lasertargets:

There are allready lasertargets in there like since my first OFP Version of the Inv. Targets

... don't know why not working ... but maybe it could be due of

http://bugs.armed-assault.net/view.php?id=1951

Share this post


Link to post
Share on other sites
imho it must be produced by another addon huh.gif

Yeah, I thought about that, maybe, because of Entry Tools by Al Simmons.... I'll check demo missions without it.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×