Big_Daddy 10 Posted October 4, 2009 Yeah, the west west.. just edit the blitzy.sqf I forgot to take out a test.. look for: player sidechat format [... etc etc either place a // before it, or take out that line. Share this post Link to post Share on other sites
Thirdup 0 Posted October 5, 2009 Tested Blitzy all night in Domination West AI on our dedicated. Happy to report he looks to be working as intending with no issues. One very minor glitch: If you try to load Blitzy into a vehicle and he is out of range, it can take mutiple commands to get him to board. But for each time you command him to load, there will be an additional "unload" option. For every time you click one of the "unload K9", there will be that many "load K9" options appear. It's not a big deal (it just clutters up the actions menu a bit with redundant commands). Share this post Link to post Share on other sites
Big_Daddy 10 Posted October 5, 2009 hmm.. I'll have to take a look. Share this post Link to post Share on other sites
daza 36 Posted October 8, 2009 Is it possible blitzy can move towards an object or marker in the same way hes scripted to move towards a enemy soldier? If so that could be another option he has to sort of sniff out drugs or hidden weapons. Share this post Link to post Share on other sites
Big_Daddy 10 Posted October 8, 2009 the _victem is nothing more than an object. set whatever _victem is, and he'll go right to it. Share this post Link to post Share on other sites
CaptainBravo 0 Posted October 13, 2009 New version works great except for a little bug and I hate dogs with bugs! :) When you have a group on patrol with dogs "attached" the dogs will attack AI on same side along the way (outside attached group) which ruins mission. Anyway of making sure dogs attack only one side (west/east) Thanks for your hardwork. Share this post Link to post Share on other sites
Big_Daddy 10 Posted October 13, 2009 Well, right now, it's better than that... ((side _dog)getFriend (side _x) <0.6) Make sure your guarddogs.sqf has that in there.. As for east/west.. that's the problem. East/west arnt' the only things out there. For the longest time the dog's were civ's . so it would literally eat itself. Share this post Link to post Share on other sites
CaptainBravo 0 Posted October 14, 2009 Hey BD, thanks for the code. I have tried it by inserting that line in guarddogs.sqf but still dogs are attacking everyone near their group on same side :confused: Any possible other fixes? Thanks for your help and great script. Share this post Link to post Share on other sites
Big_Daddy 10 Posted October 14, 2009 uhmm. that line should have allready been in there... My current guarddogs.sqf if (Isserver) then { _leader = _this select 0; _leader2 = objNull; _leader2 = _this select 3; if (!isnull (_leader2 select 0)) then { _leader = _leader2 select 0; }; if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; _side = side _leader; _grp = creategroup _side; _random = round(random 4) +3; for "_i" from 1 to _random do { _type = round(random 1); _breed = "Pastor"; switch (_type) do { case 0: { _breed = "Pastor"; }; case 1: { _breed = "Fin"; }; }; //_dog = _grp createUnit [_breed, getpos _leader,[],20,"none"]; _dogname = format ["k9%1",round (random 1000)]; call compile format ['"%2" createUnit [getpos _leader, _grp,"%1=this; this setSpeedMode ""full"";this disableAI ""AUTOTARGET"" ; this disableAI ""TARGET"" ; this setCombatMode ""BLUE"";this setbehaviour ""aware""",1]',_dogname,_breed]; _dog = call compile format ["%1",_dogname]; _dog setVariable ["_sound1", "dog_01"]; _dog setVariable ["_sound2", "dog_02"]; [_dog,_leader] spawn { _dog = _this select 0; _leader = _this select 1; while {alive _dog} do { _near_humans = []; _alive_humans = []; _distance = 1000; _neareast = objNull; _near_humans = position _dog nearEntities ["man",100]; //{if ((side _x != side _leader) && (side _x != side _dog)) then {_alive_humans = _alive_humans + [_x];_dog knowsabout _x;}}forEach _near_humans; {if ((side _dog)getFriend (side _x) <0.6) then {_alive_humans = _alive_humans + [_x];_dog knowsabout _x;}}forEach _near_humans; if (count _alive_humans >0) then { _nearest = _alive_humans select 0; _distance = (position _dog) distance (_nearest); if ((_distance > 75) && (_distance < 100)) then { _nic = [objNull, _dog, rSAY, "dog_02"] call RE; _dog dowatch _nearest; }; if ((_distance > 50) && (_distance < 75)) then { _nic = [objNull, _dog, rSAY, "dog_01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; }; if ((_distance > 15) && (_distance < 50)) then { _nic = [objNull, _dog, rSAY, "dog_01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; }; if ((_distance > 10) && (_distance < 15)) then { _dog domove position _nearest; _dog setspeedmode "FULL"; }; if (_distance < 10) then { _nic = [objNull, _dog, rSAY, "dog_maul01"] call RE; _dog domove position _nearest; _dog setspeedmode "FULL"; [_nearest, _dog] execvm "scripts\dogattack.sqf"; }; }; sleep 2; //_dog domove position _leader _dog domove [(getpos _leader select 0) - ((random(10)+30)*sin(getdir _leader - 180)), (getpos _leader select 1) - ((random(10)+30)*cos(getdir _leader - 180))]; _dog setspeedmode "FULL"; }; }; }; }; Share this post Link to post Share on other sites
daza 36 Posted November 3, 2009 (edited) I'm trying to get the dog to follow a collection an object that is dropped along the way. I tried to change in the blitzy script _near_humans = position _dog nearEntities ["box",150]; Btw "box" is a custom object. How exactly your script works so the dog zeros in the target, i dont know enough to further alter it to make it work. So i tried to do a little test with something different, but i've never used nearestobjects before. if (!alive tintin) exitwith { hint "Dog has been killed!"; }; hint "Dog Track script running"; waituntil {sleep 1;_trkA=nearestobjects [tintin, ["box"],200]; tintin domove getpos rbox1; (tintin distance _trkA <= 5)}; dostop tintin; hint "TrakA script finished"; I get two errors, but funnily enough it still works, the dog does follow the trail of objects. The errors are: Error type object, expected number, (null) Error 4 elements provided, 3 expected. And it points to line 11 which is the waituntil line. However it works. So just wondering what i need to do in order to correct the errors? Also i would like to somehow have it the dog spots an enemy, the blitzy script that has the dog zero in on the enemy will be activated. That will be my next bit to work on. Edited November 3, 2009 by Daza Share this post Link to post Share on other sites
jgaz-uk 132 Posted June 25, 2010 (edited) Blitzy script cracking stuff! Question. would like to change from pack of dogs to 1 dog per AI, as in Airfield guard or a Police dog handler Don't want to mess with one .sqf script in case it screws up another. (new at scripts:butbut:) Edited June 29, 2010 by jgaz-uk Share this post Link to post Share on other sites
Egosa-U 10 Posted June 29, 2010 (edited) I thried to make the Evil Dogs a bit more variable, but am not sure if this works right. I tried to combine the two scripts from page two (Scars09 + Big Daddy): this removeAllEventHandlers init; [this] exec "humanattack.sqs" _agent = _this select 0; _near_humans = []; _alive_humans = []; _humanattackdistance = 100; _bitedistance = 2; _neareast = objNull; while {alive _agent} do { #loop ~2 _agent setbehaviour "safe" _near_humans = position _agent nearEntities ["man", _humanattackdistance]; {if (side _x == West) then {_alive_humans = _alive_humans + [_x];_agent knowsabout _x;}}forEach _near_humans; if (count _alive_humans >1) then { _nearest = _alive_humans select 0; ? (_nearest distance _agent) < _bitedistance : goto "bitehuman" ? (_nearest distance _agent) < _humanattackdistance : goto "attackhuman" ? ! (alive _agent) : exit goto "loop" #bitehuman _agent dowatch _nearest ;_agent playMoveNow "Dog_StopV2" ~.5 _nearest setdammage (getdammage _nearest) + 0.1 ~.5 #attackhuman _attackPosition = [getpos _nearest select 0, getpos _nearest select 1,0] _agent moveto _attackPosition ~3 ? ! (alive _agent) : exit goto "loop" I'm not that good at scripting and i'm sure there is a mistake in there somewhere. Could someone fix it for me, so it would also work if there are other Players/west units around?? Edited June 29, 2010 by Egosa-U Share this post Link to post Share on other sites
jgaz-uk 132 Posted June 29, 2010 I've got the hang of it! Put this in AI init _nul = [this] execvm "scripts\blitzy.sqf"; (You need the Blitzy script folder in the mission folder) U can do Player or AI single dog. Its a bit of a coward! will run away at times! The only bug is "talking dogs" lol Share this post Link to post Share on other sites
Cougs 10 Posted August 27, 2010 I've got this script to work in SP/co-op mode but on a dedicated server the dogs don't spawn. :( Here is the error message in the dedicated server log Error in expression <0;_leader2 = objNull; _leader2 = _this select 3; if (!isnull (_leader2 select 0> Error position: <select 3; if (!isnull (_leader2 select 0> Error Zero divisor File mpmissions\__cur_mp.zargabad\scripts\guarddogs.sqf, line 4 And the first part of guarddogs.sqf if (Isserver) then { _leader = _this select 0; _leader2 = objNull; _leader2 = _this select 3; if (!isnull (_leader2 select 0)) then { _leader = _leader2 select 0; }; if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"}; etc etc That is the only bit that references _leader2, which I'm assuming is the problem. I'm beginning to know what I'm doing in hosted mode but this dedicated thing blows my mind. :( Share this post Link to post Share on other sites
Baraka 10 Posted August 27, 2010 (edited) I don´t have read all Pages, maybe it is written before: In the animals2.pbo is a "dogAttack.rtm". Will test it later. Would be the animation from the A2 Trailer or so. With the Animation-Viewer there is no attack-thing shown. Edit: i tryed to add the animation to the animations.cpp but i have no idea how to do it right. Pretty sure a lot of guys here do this in less than 10 minutes so i won´t break my head for 2-3 days. Maybe the missing barking can also be add to the bark-animation. A MP-Dog like this will be nice to. A simple textur change may be enough. Edited August 27, 2010 by Baraka Share this post Link to post Share on other sites
r.flagg 11 Posted August 29, 2010 and the dogs when they get near the just tele-port to human ... I just love having these dogs, and it would be even better if some day that part about teleporting could be fixed. So far I've been able to add an enemy guard who is patrolling with dogs. I could not get the trigger activated 'wild dogs' to work yet. And I haven't tested the part where I call my own dog. Thanks for the script! Hope it get's continued with further updates, 'cause it's way cool. Share this post Link to post Share on other sites
jgaz-uk 132 Posted September 27, 2010 (edited) :(Sadly :( with version 1.54.72888 of ArmA2OA with BAF Dogs have stopped working any chance of an update Thats a no then is it? Edited November 19, 2010 by jgaz-uk Share this post Link to post Share on other sites
jgaz-uk 132 Posted November 19, 2010 Update since 1.55 the Blitzy Dogs works again! But if you are running " -showScriptErrors" in your target line it says blitzy.sqf error in line 4. no idea what that is at the moment.:confused: Share this post Link to post Share on other sites