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lawman_actual

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Everything posted by lawman_actual

  1. lawman_actual

    Zero Divisor in select function

    I ran a debug test where each name was selected one by one and run through the same process. Got through it without errors. I'll do some more checking later though, might have missed something Thanks
  2. I've built a compound that is required as part of the mission to have a narrow entrance coridoor. It's probably a little over 2m in width, maybe 2.5m - and should be perfectly navigable by an infantryman. However, the AI can't seem to make sense of how to use the route to get into the deeper pats of the compound. Is there any way of specifying a 'safe route' that AI will automatically follow? In the same sort of way that when driving the AI recognise a road and follow it in most cases. Thanks. Law
  3. lawman_actual

    AI Pathfinding in Custom Compound

    Yup :/ Looks like i'm going to have to rely on loop animations. As you stated, seems like we're lacking some tools for these kind of problems. Thanks for the help anyway
  4. lawman_actual

    AI Pathfinding in Custom Compound

    Thanks, I'll play around with it. I had seen this before and tried it with small sections of the wall, but it didn't seem to be having any effect. I tried disabling collision with, for example, 2 large chunks of wall, but the AI still seemed to consider them as being barriers. Anyway...I'll see what I can achieve.
  5. lawman_actual

    AI Pathfinding in Custom Compound

    This appears to stop units from moving, while allowing them to still rotate. Is there anything that makes them ignore collisions?
  6. Really don't know why I'm struggling with this; i've done it plenty of times before. _wayPoint_Alpha_wp3 setWaypointStatements ["true", " (units group_mainyu1) orderGetIn false; {unassignVehicle _x;} forEach (units group_mainyu1); qrf1Dismounted = true; {commandStop _x;} forEach (units group_mainyu1); {_x disabeAI ""FSM"";} forEach (units group_mainyu1); " ]; I'm just trying to disable certain AI aspects when a group dismounts from a vehicle. I keep getting error messages "missing ;" regarding the following line: {_x disabeAI ""FSM"";} forEach (units group_mainyu1); Usually this happens because I've used the wrong thing when referring to the string. I.e. i put "thing" instead of ""thing"" or 'thing'. Truthfully I don't 100% understand when to use "" or ' within an existing string, but usually i just try one or the other until it works. Might be useful if someone could explain to me what the rules actually are. Cheers, Law
  7. lawman_actual

    Disable AI as waypoint statement

    Yeah that would do it. I stared at that for ages and couldn't spot that Guess that's how it goes sometimes!
  8. lawman_actual

    AI Pathfinding in Custom Compound

    Thanks Johnny, nice response. I wasn't sure if disabling AI aspects would work like this but glad to know it has done in similar scenarios before. Funny you should mention about the wooden bridges though - I just yesterday discovered (by accident) that you can use buildings that have been hidden as invisible entry points through walls. If you place the door of the hidden building just sticking out of the wall and parallel to it, the AI count this as an entry point (even though it's hidden) and will happily pass through a completely solid surface to get to the other side even if no AI aspects have been disabled. I guess clipping is automatically disabled when AI pass through doors because there's no parameter to open the door if it's closed. Anyway, I'll get working on that and let you know how it goes. Thanks again!
  9. lawman_actual

    AI Pathfinding in Custom Compound

    How do you mean? I could create a set of waypoints showing the exact route, but I think they would still run into whatever they think is blocking them from finding the path normally. Unless you can make the AI ignore all collisions at certain points on the path?
  10. Background I'm attempting to successfully fast-rope AI in an urban environment, which is apparently very difficult. I've already set up the helicopter with a FRIES system which works fine when used by a human of their own volition. I've done plenty of sifting through archives and people have been struggling with this for some time without a clear resolution. It would be nice to be able to make things a lot clearer here. Problems Still requires a human to use the "prepare fast rope action" Pilot does not fly low enough to successfully drop troops with their legs intact Pilot does not hover precisely where he needs to I know there seem to be issues with flyInHeight, particularly over buildings, so I'm attempting to intervene within the ACE scripts to maybe add some extra lines to really force the helicopter down. I've managed to find the deployAI.sqf script from the ACE 3 github repository, but I can't examine the operation of it much more because it references functions which I have no idea how to view. For example: [{[_this] call FUNC(deployRopes)}, _vehicle, _deployTime] call CBA_fnc_waitAndExecute; I've scanned through the entire list of functions with my addons loaded and I can't find deployRopes anywhere. With respect to preparing the fast rope system, does anyone know how I can determine what code is being executed when a human player uses this action via the ACE interaction menu? My hope is that I can find out how to trigger the same commands by script. Outcomes Advice getting a helicopter pilot to hover over a very precise spot Advice getting a helicopter pilot to hover at a very specific altitude Description of how to view functions referenced by ACE Suggestion of how to determine the "prepare fast rope" commands used by ACE interaction menu Thanks in advance.
  11. lawman_actual

    Help with AI fast-rope (ACE3)

    The only mention I can find of preparing the fast roping system is within deployAI.sqf where it does this: if (getText (_config >> QGVAR(onPrepare)) != "") then { _deployTime = [_vehicle] call (missionNamespace getVariable (getText (_config >> QGVAR(onPrepare)))); }; I'm not sure if this is what's holding it up though. Partly because I don't know anything about configs but partly because i would of expected a WHILE or WAIT UNTIL command so that the script would resume once the fast roping system was prepared. This is, however, the only thing that happens before FUNC(deployRopes) is called.
  12. It's pretty simple; i need the script to pause until all units from the group have mounted the vehicle. But for whatever reason the wait until command is firing too early; a good 5 seconds or more before units have boarded. Any able to tell me why or how to improve upon it? I should be able to work around it by just sleeping a certain amount of time, but it's frustrating. waitUntil { {((vehicle _x) == iran_mrap1)} forEach (units group_varza1); }; sleep 10; hint "MARK";
  13. lawman_actual

    wait until in vehicle fires too early

    Worked a charm :) Just needed a different way of thinking about it. Much obliged.
  14. Hello friends. So I've been having a lot of fun playing the infamous Dynamic Universal War System (DUWS). I play exclusively singleplayer using this scenario, and there are a couple of things I would like to see if I can change/include: 1) Can I change the classes spawned when I recruit a new unit? (And what's the best way?) I tend to enjoy customising my men so that they are well equipped and have different guns, uniforms and helmets etc. At present, I do this by saving the loadout through the "ammobox/armoury" thing, loading it onto myself, dropping all my kit and having the soldier pick it all up again. As you can imagine, for a squad of say 12 men, this gets pretty tedious. So...as the title says, is there a way for these units being spawned in to automatically come with that loadout? I'm wondering if this might be possible by creating a mod that alters the .cfg's for each soldier type....then at least I wouldn't have to actually mess with DUWS itself. I have read the pinned post on creating .cgf's but I'm not sure how to combine this with modifying the defaults. Ideally I would want this as a 'conversion mod' that I could choose whether I load it or not when I startup Arma 2) Is it possible for me to add new functions while playing DUWS, independent of the scenario itself For example, I have been working on an artillery and air-strike GUI. Currently this is native to the mission I wrote it for, but if there's a way to make that feature available to another scenario as a plug-in or something that would be amazing. Sure...it might not necessarily work with the DUWS command points system, but I only play single player so I'm only going to be cheating myself. Also, say I download a mod for a new vehicle or whatever. Is there a way or me to create a little plug-in that would let me call that vehicle and spawn it next to me - just to have some fun with? At present, you can only request a pre-determined list of vehicles in DUWS. With both these suggestions I'm wondering if I can create an independent module that might take the form of a GUI for example. Although I am somewhat capable with writing scripts, I do not have any understanding of how to create plug-ins or mods or how they interact with the game, so i really appreciate some guidance on this.
  15. I don't think you've actually posed a question yet. I can tell you that it is, more or less, feasible. In fact i'm currently developing a bastardised version of the Bin-Laden kill mission for the Zeus gaming community which has many of the features you're talking about. I haven't bothered with applying medical to civilians, mostly because I'm not that familiar with scripting in the ACE medical world. Quicksilver is correct, the driving can be a real pain in the backside, but if you're smart you could probably work out a way to script a soft reset if a vehicle gets REALLY stuck. Aside from that it's just about running tests. So many tests. When developing the mission you'll probably run through the route the vehicles take enough times to know where they can and can't navigate.
  16. Looking for some advice on what functions to use. Currently I have attached a "FIRED" event handler to each member of a recon team. Once the trigger fires, it assesses what the unit is shooting at, and if the target belongs to the WEST side, it has 'positively identified' NATO in the area. //player sideChat (format ["%1",_this]); _unit = (_this select 0); _group = group _unit; _leader = leader _group; _target = assignedTarget _unit; player sideChat (format ["Target: %1",_target]); //player sideChat (format ["Side: %1",(side _target)]); //player sideChat (format ["Qrf1: %1",qrf1Sent]); //player sideChat (format ["Qrf2: %1",qrf2Sent]); if ((side _target) == WEST) then { if (reconOnSite) then { if (!qrf1Sent) then {_aaq = execVM "law\dispatchQrf1.sqf";}; if (!qrf2Sent) then {_aar = execVM "law\dispatchQrf2.sqf";}; }; } else { if ((reconOnSite) && (!qrf1Sent)) then {_aad = execVM "law\dispatchQrf1.sqf";}; }; Hence; if the recon team is only firing upon local militia, a small QRF is needed. If the recon team is in contact with NATO forces, a large one. The problem is that assignedTarget appears to rely upon the group leader specifically directing one of the units to fire upon the target. If the unit simply sees an enemy and fires of it's own initiative, the target is returned as 'objectNull' and the script fails. In most cases, this isn't a problem. But the recon team is only small, and if the group leader is killed before this happens it might cause problems. Is there a better way of assessing what the unit is firing at without having a target assigned?
  17. lawman_actual

    Better alternative to "assignedTarget"

    knowsAbout isn't something I know much about (irony intended). From the notes by helling on the bis wiki, looks like 1.5 is the value given to units that have actually been seen by the observer. So what you're saying is that I could just be checking if the knows about value is greater than or equal to 1.5 for nearby bluFor units? If the detection only starts at 1.5 (the mission does take place just after midnight) then is there a chance it would drop below that by the time it's checked?
  18. lawman_actual

    Better alternative to "assignedTarget"

    Hey johnny. I think I'm correct in saying that the 'detectedBy' triggers will also trigger if a unit is heard firing a weapon, without the unit necessarily having achieved line of sight on the target first. I went to a fired event handler because I thought it was safe to assume that if a recon unit is firing upon a unit, they have achieved line of sight at some point. You have got me thinking though. Perhaps I would be able to run something along the lines of: when (bluFor detectedby Independant) { if (lineOfSight) then {do a thing}; } Depends how the trigger works though. Could fail if a unit is detected out of line of sight and then moved into line of sight.
  19. A recurring problem that i seem to run into is I don't know how to use group names as group names when writing scripts. Let me explain: In the eden editor, I have set the name of a group; by opening the interface for the group (double click on the icon above group leader) and entering something in the 'callsign' field. However, if I now go to write a script that requires the name of that group, i can't seem to format it in such a way that the command will accept the name I have inputted. For example, here is a snippet from the mission: _group = "R Rustam 1 - Alpha"; _leader = leader _group; _passangers = _group - _leader; _leader assignAsDriver qrf_w1; {_x assignAsCargo qrf_w1} forEach _passangers; _group orderGetIn true; What i can't get to work is the leader command, because no matter how I format the group name it doesn't seem to want to accept it. I believe the following has been tried without success: _group = "R Rustam 1 - Alpha"; _group = "Rustam 1 - Alpha"; _group = R Rustam 1 - Alpha; _group = Rustam 1 - Alpha;
  20. lawman_actual

    Better alternative to "assignedTarget"

    Bummer. Well, I suppose it could work in my favour in this case. In this scenario the recon team is opFor and are not expecting NATO in the area. So i guess the delay in assigning a target could be taken as the recon team (who are independant) being hesitant in their identification of a partially obscured target. Anyway, thanks for the confirmation.
  21. lawman_actual

    Better alternative to "assignedTarget"

    Wow, nice work. You proved my concerns far better than I ever could have. There's no dedicated command for seeing what an AI is trying to shoot at without assignedTarget then?
  22. Well i suppose it's a good time to discover that important difference Thanks again grumpy
  23. lawman_actual

    Help Determining Weapon Fired

    I still have much to learn about config files! Had no idea you could do that Thank you kind sir
  24. I seem to be having a little trouble assessing exactly what type of thing a unit has fired using the fired event handler. Basically I want to know if the unit is shooting a gun, shooting a launcher or throwing an item. So far I'm working with something like this, coming from the FIRED event handler: _unit = _this select 0; _weapon = _this select 1; _muzzle = _this select 2; _mode = _this select 3; _ammo = _this select 4; _magazine = _this select 5; _projectile = _this select 6; _vehicle = _this select 7; _muzzleActual = (_unit weaponAccessories currentMuzzle _unit) select 0; And then: _typeOfProjectile = (typeOf _projectile); if (_typeOfProjectile isKindOf ["Grenade",configFile >> "GrenadeCore"]) then {hint "Grenade Thrown"}; _typeOfProjectile = (typeOf _projectile); if (_typeOfProjectile isKindOf ["BulletBase",configFile >> "BulletCore"]) then {hint "Gun Fired"}; _typeOfProjectile = (typeOf _projectile); if (_typeOfProjectile isKindOf ["MissileBase",configFile >> "MissileCore"]) then {hint "Launcher Fired"}; I'm aware i'm probably not using these right; I was just messing around with using either strings or configFile until it stopped giving me errors. The grenade one works just fine, but I'm not getting notified if I fire a launcher or shoot a gun. It might be that it's better to assess the weapon or the magazine or whatever, but the furthest I managed to get so far used this approach. Thanks in advance Law
  25. The community I play with uses a mission template that's adapted from Fersta Berinde's templates and has scripts pre-written for this kind of thing according to the community's preferences. I'm looking through the files to try and find the appropriate scrip now but it's rather complicated. I'll post if I do find something useful though :)
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