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breeze

Silenced Weapons and AI

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create a notepad file in your mission directory under mydocuments\arma2\missions call it whatever you like ie aiknows.sqf. note that you will have to change the file type so delete the .txt and name it exactly how I put it. inside file you could do something like.

_eman = _this select 0;
_pman = _this select 1;

While {true} do {

_eknow = _eman knowsAbout _pman; hintsilent format ["%1", _eknow];

sleep 1;
};

to run put in the init.sqf or init line of a unit as follows

aiknows = [aiunitname, playername(or just put player)] execvm "aiknows.sqf";

name the ai unit you want the script to detect and the player and all should be good.

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Looking at that code you posted previously... there is a lot of undefined variables. It'd really help reading your code if you put

_blah = _this select 4

and used that through out your code (obviously changing blah to something descriptive).

Im going about trying to mimic the results of that code in a different manner but have came across a hiccup... need the typeOf for every russian soldier. "Man" gets every soldier, anyone know what will return only russian soldiers?

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Looking at that code you posted previously... there is a lot of undefined variables. It'd really help reading your code if you put

_blah = _this select 4

and used that through out your code (obviously changing blah to something descriptive).

Im going about trying to mimic the results of that code in a different manner but have came across a hiccup... need the typeOf for every russian soldier. "Man" gets every soldier, anyone know what will return only russian soldiers?

I quickly made up that script but its a simple script and should be easy to figure out. http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles#Man_Class_Vehicles: if you go to that link and look carefully you will see "SoldierEB" seems to be the generic east unit sting name.

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Between posting that and now I have came across a separate solution to the problem, thank you though!

Still have an issue of catching when something explodes (cuz that would OBVIOUSLY set off an alarm), although specifically just a satchel charge is all I really need.

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