dmarkwick 261 Posted May 8, 2008 Dat's a good idea soldiers that scarper when they see armour. Share this post Link to post Share on other sites
nikita320106 0 Posted May 8, 2008 easy guys)) let's wait even first reliase pbo_version)) i think its idea very simply// just add another count_check like this :(don't look at syntax - me sorry) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _bullet = nearobject ["bulletcore", 100] _shell = nearobject ["shellcore", 100] _rocket = nearobject [ "rocketcore", 100] _danger = nearobject ["tank", "apc", 500] _to_cover_check = (count _bullet) + +(count _rocket)*5 +(count _shell)*10 +(count _danger)*20 o)yes, i know, i need read wiki more, and script (all this) simply by myself Share this post Link to post Share on other sites
Rommel 2 Posted May 10, 2008 Ok I've finally got my PC up and running and work on an updated version, It does incorporate ideas such as Nikita has mentioned but the Tank idea is a new one, and I'll give that a look. I'll have it updated within next week hopefully, bit busy this weekend. Share this post Link to post Share on other sites
Rommel 2 Posted May 26, 2008 For further script updates, please see here: http://www.ofpec.com/forum/index.php?topic=31322.0 Share this post Link to post Share on other sites
HGuderian 0 Posted May 26, 2008 Very good. May you transform it into an addon? Share this post Link to post Share on other sites
Heatseeker 0 Posted May 26, 2008 I have a mission setup using DAC2, i'll be giving this a good try, sounds great, thanks . Share this post Link to post Share on other sites
Rommel 2 Posted May 28, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Events_Unit_S = [ [], [], [], [], [], ["[_group] call ROMM_fMorale"] ]; Works like a charm, best after build up because units when reduced don't run the script. Share this post Link to post Share on other sites
Heatseeker 0 Posted May 28, 2008 Well.. i was about to say i tried the demo mission and got a bunch of script errors, was the script tested . I think it would be safer to supress the a.i. in the example mission manning the turret of a M113.. Share this post Link to post Share on other sites
Rommel 2 Posted May 29, 2008 What ARMA version you running? Just tested and re-tested for good measure, no errors, you mean this version of the script: http://www.ofpec.com/forum....ch=2545 Regarding death by Ai shooting you, it may be safer, however the enemy do shoot back normally. Share this post Link to post Share on other sites
Duke49th 1 Posted May 29, 2008 Question, because of my english is not the best: I use DAC2.0. This is what I do: (Config Events) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Events_Unit_S = [ [], [], [], [], [], ["[_group] call ROMM_fMorale"] ]; Did I also need to "start" it via Init.sqf like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ROMM_fMorale = compile preprocessFile "ROMM_fMorale.sqf"; [group] call ROMM_fMorale; Or is it enough to "start" via DAC's Eventfile? (The same Question in German: Muss ich die Init.sqf benutzen oder reicht der Eintrag in der DAC Eventfile aus?) Share this post Link to post Share on other sites
Heatseeker 0 Posted May 29, 2008 What ARMA version you running? Just tested and re-tested for good measure, no errors, you mean this version of the script:http://www.ofpec.com/forum....ch=2545 Regarding death by Ai shooting you, it may be safer, however the enemy do shoot back normally. Ok, my fault (used old version of script). I'll try 108 then . edit: I just tried it and it seems to work nicely, combined with DAC2 this makes the a.i. very interesting . Share this post Link to post Share on other sites
MehMan 0 Posted May 29, 2008 How does this work with SLX and DAC? Share this post Link to post Share on other sites
Heatseeker 0 Posted June 1, 2008 The script gave me very bad performance . Share this post Link to post Share on other sites
Rommel 2 Posted June 1, 2008 I'm currently looking into it, there appears to be a a few "jumps" in the code, which I have not found yet, I'll be updating it soon. Quote[/b] ]ROMM_fMorale = compile preprocessFile "ROMM_fMorale.sqf"; Yes sorry mate, forgot to mention that. Make sure its compiled like so (above). Expect a 110v soon lads, I've already made the AI react a lot better, and I'm working on the performance issues. Tested mainly with 1.14, I don't try the older versions now... Share this post Link to post Share on other sites
Duke49th 1 Posted June 2, 2008 Can you please tell me how I exactly use your Script with DAC? I tried everything, but I can't see any changes in AI's behaviour. I get no error messages, but I also can't see any effect. Share this post Link to post Share on other sites
Rommel 2 Posted June 3, 2008 Still holding out on 110 guys, been multiplayer testing all night, the Ai return suppressive fire is... absolutely... insane. I love it, my mates love it, and hopefully, when its optimized and fixed a little bit more (some random emergent behavior needs eradicating), you'll all love it too. Not long off now. Share this post Link to post Share on other sites
lecholas 2 Posted June 4, 2008 Good to hear it. Can't wait. Share this post Link to post Share on other sites
Sonsalt 0 Posted June 5, 2008 this really sounds interesting Share this post Link to post Share on other sites
Ragnar_Darude 2 Posted June 5, 2008 Whats DAC2? Cant seem to find it on the forum... Share this post Link to post Share on other sites
dmarkwick 261 Posted June 6, 2008 Whats DAC2? Cant seem to find it on the forum... DAC2 Share this post Link to post Share on other sites