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owmyeye

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Everything posted by owmyeye

  1. I'm trying to make a basic sector control 'MP mission' to play against the AI. There are 2 teams which start at either end of a town and compete for the sector in the middle. What is the best way I can make the AI units move into the sector? I've tried straight attaching a cycle of waypoints to each of the units, but weirdly enough only some of the units return to the waypoints when they respawn. Out of 8 units (in a team), about 3 or 4 will simply crouch at the respawn and never move to the waypoints again. I've also tried linking the units to 0 probability squad leaders to make them grouped but get the same results. I then tried making the squad leaders 100% probability but put them inside inaccessible buildings (using the Chernarus AA2 map). I was hoping the units would then try to re-group with the leaders back in the sector, but same result again. I tried making a triggers (which are only activated by 1 unit each) to spawn a waypoint when they return to base, but that only works for the first time and then the unit doesn't activate the trigger anymore- I know this because the trigger had a text message which didn't appear after respawning but did before (and yes it's set to repeated not once). Using my unexpert guessing, I'd say maybe the units lose their name after respawning. Being a n00b as it is, i've run out of ideas to try. Can someone please help?
  2. I've just started messing with the Spawn AI and Spawn AI: Spawnpoint modules. I'm also using the Spawn AI: Sector Tactic module to make the AI try to capture a sector. How do I change the skill level of the units which are spawned? It's a crucial question for me since i'm using the AI mod BCombat and it seems to need the skill slider for placed units set all the way up- else you can people standing 5 meters away from each other emptying clips but missing. Is there a way to set all AI units 'skill level' ? (change it as in mimic the effect of turning the skill level slider all the way up on placed units in the editor) Alternatively, is there a way to use a trigger to set this skill level? (so I can just set it in the spawn zone and change the units as they spawn) ---------- Post added at 15:42 ---------- Previous post was at 14:19 ---------- Ok I just found this page: https://community.bistudio.com/wiki/setSkill It gives the example: And Says the range is from 0 to 1. Does anyone know if this command will work for multiplayer? Also, where can I put this command and how can I make it blanket apply to all AI, or atleast a whole team at a time? Since the game is spawning the AI by itself, I can't name them all individually (like the above code example would have me do).
  3. I'm working on making a mission for Stratis which is very un-structured and open, so you can actually go your own direction and adapt to the situation. I guess I was a bit inspired after playing a little bit of the Ravage zombie mod (if you can make sense of that). I thought about how it would be good to plan ambushes and raids on a superior force to do damage, collect equipment, etc. The idea would not be to 'win', as in wipe out the enemy or take over, but to stay alive and to keep the small rebel unit supplied. It will be set on the entire of Stratis (instead of Altis or Tanoa, due to system load). I have already started to beef up towns though with more buildings in the editor. Thing is, I'm not a programmer and am only a basic to moderate level mission editor. However to help me along, I will be using the MCC Sandbox mod to create the dynamic enemy AI behaviour, so they will patrol and also react to my attacks (so send reinforcements to the scene) and so on. I'm thinking about making a bunch of small 'missions' to keep it all going too. As in, I will make some supply depot bases, which can be then raided for supplies. It won't say "you win, yay", but instead a 'win' will be loading up a truck and making off with guns and ammo before the superior enemy reinforcements arrive. I will then stash that in my hidden base to use from then on. See the alternative would be actually running out of ammo. That would be called 'losing'. Another mission idea is to clear small towns of local police to win extra squad members in return. This would be recreating if a rebel force impressed the locals and also met them face to face to say 'come with me to the woods to fight'. Again this would be 'winning' because I will be losing men slowly, so none left would be considered 'losing'. The way I will do the squad member thing is to set triggers which then enable a radio trigger. The radio trigger will tell men (who are either made and tucked away in the editor, or are spawned in) to join my squad. I'm considering also making triggers which restock the enemy a bit so I don't ever fully wipe them out. Like If I kill all the police patrolling a town, maybe I will have a trigger to spawn a replacement squad (some distance away) with a waypoint to go to the town and guard. I probably should also do the same for army outposts that will have defenders. Anyone want to comment or give suggestions for how I can add function to this scenario? Any other mods which are 'plug and play' to add useful features? One script or mod I would be interested in is something that would help make AI on the same side as the player join on some kind of command.
  4. I did a while ago. I found it a bit confusing and then poor performance on what I made. I then found MCC Sandbox and was really happy with it. However I think it is time I go back and have another look at it.
  5. Hey that's an idea: Jebus instead of the respawn module. What you are looking for is MCC Sandbox mod and it's "GAIA" AI control. In it, you place zones (by placing round or square markers to the size/location you want) and then insert an init command into squad leaders. They can be told to attack ("Move" command), defend ("NoFollow"), or fortify ("Fortify") the zone they are assigned to. Attack means they will move freely in and out of the zone, pursuing enemies, flanking, and working with other friendly squads. They are unpredictable and actually tactful. The defend will have them go into the zone but not leave it. In the zone they will set up patrols and when the enemy is detected (by a friendly squad) they will react and chase down the enemy within the zone. Again they work together, flank, etc. The fortify command they move into the zone and take up positions in buildings and cover. They will use any static weapons placed too. Jebus actually has built in support for MCC, so instead of using the regular MCC init, you add to the Jebus command to use MCC. Here is an example from the Jebus instruction guide:
  6. Yeah there is something wrong with it. I've had the same problem using editor placed waypoints and also using GAIA. For the latter, I have seen that the commanders still have the GAIA active (so should be setting waypoints) but just lay down at spawn. Something about respawning crashes their use of waypoints.
  7. You misunderstood. Zone 1 covers all of Stratis. They actually can't leave the zone because of the island. However I want to set a sub-zone inside it where they won't enter. So they will go all round Stratis but stay out of a small marked area. I could split the island up into different zones to leave out the bit I want to exclude, but then that will mean splitting up the defenders, which will not be practical for the mission I'm making.
  8. Is there a way to make an exclusion zone for GAIA units from one faction? For example I've got a mission running where all of Stratis is in Marker 1, The AI are free to roam around and react to the whole of Stratis. But just to make my insurgent mission a bit easier, I want it so they won't venture into the center of a particular forest. Is it possible to mark out an area or set a radius on a spot where the GAIA will end pursuit, such as when they reach their marked limit for NoFollow? I don't know if the command would make a difference, but I only need it to work for NoFollow squads anyway.
  9. Ok, so I've been doing some silly mistakes then. I thought silent was just for moving and not fighting. I also for some reason set the friendly skill level right down just like the enemy. Especially for this mission I should bump them up a bit to be more 'elite' and to compensate for flaws. Thanks for tips @joostsidy and @zagor64bz I'll do some tweaking and give the guides a read/watch. As far as recruiting goes, I've just been cheating to make units reactivate from simulation/hidden and join my squad based on triggered events. However anyone can feel free to post info or links to other scripts if you want :) I could probably use a 'join me' script to make certain civilians recruitable, but that would be better if it had certain requirements that need to be met, like an accrued point system or something for killing enemy or completing tasks, in order to recreate needing to impress the civs before they want to join.
  10. Maybe I should have another go with my squad on 'silent' mode, so they will stay lower and move slower maybe.
  11. Yeah totally. I mean the game is practically unplayable unless I set the Skill slider for each unit to the lowest. That's in combination with playing with the game difficulty setting on hardest (I'm not sure how the two overlap). I've found if I don't set the Skill slider right down, I'll get aim bot shot in the head from 600m away while prone... As a random fact for this point, I started using the Jebus script and noticed I was getting aim botted. That made me almost certain that the script was canning the Skill setting. I asked the maker and sure enough, it was. At that point I just stopped trying to play/test the mission I made until the Jebus dev updated to keep skill. The problem with the difficulty setting though and also the mods to an extent, is that it's a two way street. My squad will be less likely to be aimbot sniped out by a riflemen...but that also means they won't snipe out the enemy too. And bcombat will make my squad take cover more than vanilla, but it will also mean that the enemy AI will use grenades, flanking, and aggressive pursuit more too.
  12. I use Bcombat, but I'm aware it hasn't been updated in yonks. I actually see it throw error messages too (while I'm in dev it pops up) so don't know if that means it's not always working properly. I should take the time to check out the other ones on your list.
  13. Well I've hit a brick wall. It wasn't about scripting or setting up the mission to have tasks and rewards or anything like that.... it's that the AI sucks balls and is completely incompatible with my mission. I keep turning around to find my entire squad is wiped out.They seem incapable of staying in cover and taking careful shots. They seem to only know how to fight in the open and take high casualties, so not at all suitable to working in a small unit fighting a superior force. This sucks. I spent so many hours setting it all up.
  14. Awesomeski Thanks @dreadpirate
  15. I've noticed that groups are present when the game starts, but quickly de-spawn and re-spawn back in place. In the process of this, I know they keep waypoints and etc, but do they keep the attributes set such as Skill? I started having a play test of the scenario I've spent heaps of time making, but I keep getting cut to ribbons from long range fire. It's return of the aimbot, the same age old ARMA 3 issue. However I'm running Bcombat and normally with the unit Skill level set to the lowest level it makes the game playable. Is this Skill setting wiped by Jebus? Also another thing to do with despawning units on start. I don't know if it has anything to do with using RHS, but when I have a number of units start in a vehicle, when they all respawn half of them get killed mid way through the process. It's like they spawn under the vehicle or something. I've seen it happen for GAZ cars and for T-90 tanks.
  16. Thanks for the reply. Yeah that was my back up plan, to start units in their reinforcement location. Means the mission will need time to "bake" before it's ready, but that's ok I guess.
  17. I want to respawn a group exclusively in a position not where they are placed in the editor. This is because I want the re-spawned group to travel to the location as though they are actually reinforcements, not just magically appear on the spot. From the description of the config I see "RESPAWNMARKERS=" allows you to pick an array of markers, but it sounds like every marker placed will share an equal chance along with the editor placed position. Is this correct? Is there any way to exclusively respawn at a marker location?
  18. Oh ma gawd, that's perfect. It even has GAIA integration. Exactly what I need. This is why I figured it'd be good to ask and see what people could suggest :)
  19. I'm pretty busy running a business, looking after kids, and hoping to do things to relax in between. In your opinion, what kind of commitment would be needed to learn SQF to a sufficient level? I'm pretty good at learning things when I commit to it, but I'm not even going to begin if it's going to take 20 hours per week hard study for the next year or etc.
  20. Oh yeah and I've been busy manually building bases and stocking them up with supplies. Some of the vehicles and crates I've set a 'probability of presence' so I won't know for sure what is there until I get inside. It now occurs to be that I don't know how to restock any supplies pillaged, but that's not so bad as I don't want to play just hitting the same base over and over.
  21. Well I'm not looking for anything amazing. The skeleton I have already built has AI patrols over all of Stratis, bases being patrolled and fortified, towns with police walking the streets. As I mentioned, an easy way to get reinforcements would be to make a simple trigger (activated by no enemy AI in a marked location or a sabotage target being destroyed, etc) that spawns a named group, then have an already existing radio trigger that makes that group (or individual named units) join the player group. But that's why I'm asking for ideas, scripts to copy, mods to use (like how MCC Sandbox is making dynamic AI behavior).
  22. I've been pulling my hair out trying to make a 'simple' sector control scenario. All I want the scenario to do is: 1) Spawn at their respective team base (done) 2) Lose tickets when the enemy controls the sector (done- although the bleed ticket module doesn't effect the rate at all, which is stuck on 3 per 5 seconds) 3) Win/Lose when a team runs out of tickets (done) 3) Have a ticket limit I determine (done) 4) Team loses tickets when a member dies - that doesn't work properly . I can make human players deduct a ticket for dieing but not AI players. I've tested playing as both teams and both work for a human player but not for AI. Since i'm making the scenario for myself to play alone with AI that's unacceptable. Have I done something wrong? Or do I have to add another code somewhere to make a team lose tickets for AI deaths??
  23. Is there some code I can put in enemy unit's init which will accumulate 'points' for killing them? For example, having a tank and accruing 5 points for killing it and a soldier with 1 point for killing it, and then a trigger set so when a certain amount of points are reached then it activates? What I want to create is a mission where the player must cause a certain amount of damage to the enemy position, but not necessarily have to hit any one particular target or overall percentage of the enemy. I know there is a way of using some < (less than) code on groups and such, but I don't want killing a tank to be equal to killing a simple soldier. When then player has done enough damage, I want it to complete the task- so some kind of counter which creates a minimum number required for a trigger to activate.
  24. Hi all. Sorry if this has been asked already, but; is there any official statement on if/when CUP will move into the 'Eden era' for sound? After having a taste of distant sounds, it's hard to go back to without... but vanilla kit sucks. I'm in a conundrum, please tell me you will be my savior :) If this has been covered already, feel free to just point me to the page (or approximation of) where it's mentioned.
  25. owmyeye

    JSRS4 - APEX 1.2

    I get a brief lag on the first shot or two as well. I've only had a brief play so far, but I think I like it. Kinda hard to know the whole difference though without side by side testing... although not possible of course (especially not when it takes relaunching the game to compare). One thing that stood out to me though is the sonic crack has more 'character' in DF. Vanilla is a bit more like a tick or a click sound, but the DF snap sounds a bit nastier but also has more too it. Do I hear more wiz or some other sounds in it? I don't know, but being under fire seems more atmospheric and scarier. EDIT: woah an update already? You machine.
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