blackgrain 0 Posted July 2, 2007 Hello! Somebody knows if "setSkill array" really works? http://community.bistudio.com/wiki/setSkill_array I assign values to aimingAccuracy or another one: coward setskill ["aimingaccuracy ",0.3]; But when I get to verify it : Hint format["%1",(coward skill "aimingaccuracy")]; Give me 0 Somebody used it??... really work? Thanks!! Share this post Link to post Share on other sites
firecontrol 0 Posted July 2, 2007 Perhaps it's a precision issue, when you type cast from a number to a string? Anyone know how 'format' works exactly? As in C++ you can type cast variables, but you can also set precision so that decimals are not truncated and the like. By this I mean his accuracy really is 0.3... but when cast into a string, it drops the decimal and simply reports the integer 0? Just a thought... I really have no idea how exactly 'format' works other than it turns any type of variable into a string. Share this post Link to post Share on other sites
blackgrain 0 Posted July 2, 2007 Perhaps it's a precision issue, when you type cast from a number to a string?Anyone know how 'format' works exactly? As in C++ you can type cast variables, but you can also set precision so that decimals are not truncated and the like. By this I mean his accuracy really is 0.3... but when cast into a string, it drops the decimal and simply reports the integer 0? Just a thought... I really have no idea how exactly 'format' works other than it turns any type of variable into a string. Ok Firecontrol! thanks!! Well.. I believe that this work!! , thanks!! Really.. the people of this forum YES IS WORKING Share this post Link to post Share on other sites
Second 0 Posted July 2, 2007 Are you sure that it works I honestly can't verify that. Sometimes seems to work, but when i test it in "shooting range" it doesn't seem to work. Forexample: I mean i haven't noticed that aiming would shake more if i tweak that attribute (aiming shake was it?) to direction or another. I tried to look it with TroopMon, but aiming shake didn't seem to chage if that attribute was set to 1 or 0. But in some situations i could swear that it (and other attributes) affects... So i don't know Share this post Link to post Share on other sites
firecontrol 0 Posted July 2, 2007 Maybe set up some kind of experiment: One group setSkill via an array to 1, another group to 0.5, and another to 0.1, or even 0. Give them 3 seperate groups of targets (civilians or removeAllWeapons on opfor?) and see if there is a noticeable difference in their accuracy. Speaking of... when you: Hint format["%1",(coward skill "aimingaccuracy")]; after setting skill to 1.0... does it still say 0, or now does it say 1? If it says one, then that might confirm my theory of truncation. But I don't see why they would truncate.... makes no sense. I'm at work, else I'd be able to test it myself. Share this post Link to post Share on other sites
UNN 0 Posted July 2, 2007 The commands setSkill and skill are both present from OFP V1.75. The setSkill array command was introduced in Arma V1.0 and appears to have nothing to do with the previous commands. Or at least it overrides setSkill and does not effect the value returned by skill. As far as I can tell setSkill array does appear to have some effect. But it's the other way round from what the wiki says. Setting everything to 0 appears to makes a more accurate and courageous soldier. But that was just a quick test. Share this post Link to post Share on other sites
blackgrain 0 Posted July 3, 2007 Hey Guys!! Look at http://community.bistudio.com/wiki/setSkill_array. Look advice of the top: "This is a reserved keyword for future implementations. In Armed Assault it is not implemented yet" And the bottom: "This page was last modified 06:03, 3 July 2007" Well... may be the BIS Guys reads this forum all days!! Thanks at all!! and thanks to BIS Share this post Link to post Share on other sites
UNN 0 Posted July 3, 2007 Quote[/b] ]Look advice of the top:"This is a reserved keyword for future implementations. In Armed Assault it is not implemented yet" Lol..that was quick. Funny thing though. The one consistent result I got when setting an enemy AI to 1 for all settings was. If you started firing in his general direction, he would turn around and start to crawl away. Set them to 0 and he would stay put. But I must admit, there was not much difference in his accuracy when returning fire, with either setting. Quote[/b] ]Well... may be the BIS Guys reads this forum all days!! Since Arma, you tend to see a few more posts from the BIS team in general. Share this post Link to post Share on other sites
KeyCat 131 Posted July 3, 2007 Some people claim they got it working (?) but I've tried "setSkill array" several times without luck and haven't been able to confirm that it really affects the AI's aimingaccuracy etc. to any real extent. Quote[/b] ]"This is a reserved keyword for future implementations. In Armed Assault it is not implemented yet" Maybe I've been doing things wrong or maybe the above statement is the reason to why I haven't had any luck? It surely didn't state that a couple of weeks/months ago. Would greatly appreciate clarification from BIS on this when possible and will keep an eye on the Wiki as well. /KC Share this post Link to post Share on other sites
UNN 0 Posted July 3, 2007 Quote[/b] ]Maybe I've been doing things wrong or maybe the above statement is the reason to why I haven't had any luck? It surely didn't state that a couple of weeks/months ago. After Suma posted the update this morning, I had to go back and try my test again. Second time around I did not get any change for either setting. Guess I should have done some more testing, as I could not recreate the results I had, first time around. The same settings are in the configs and you can find the parameters in the Arma exe. But from a scripting point of view, it does look as though it's disabled for now. Share this post Link to post Share on other sites