Jump to content

major-stiffy

Member
  • Content Count

    1028
  • Joined

  • Last visited

  • Medals

Everything posted by major-stiffy

  1. major-stiffy

    [SP] Pilgrimage

    Looks like your first option will work. I'll change the numbers to 1 & 2 and if I'm understanding correctly, no churches should be crossed out. Thanks so much!
  2. major-stiffy

    [SP] Pilgrimage

    @rydygier If you have time or if you recall can you help with the following? We only want intel from a dead AI who offers it when I scroll on him with addaction because we only want their radio frequency. We don't want info on where the body is not at a church nearby, in other words how do I delete or reduce the distance for this so no churches are eliminated? Thanks.
  3. major-stiffy

    [SP] Pilgrimage

    No bugs that I know of. VcomAI does make AI leave their area and flank players, that’s exactly why I use it. The AI become less predictable and more aggressive. It’s better than BI’s lazy dumb dudes IMO. Give it a go for a bit more challenging mission.
  4. major-stiffy

    [SP] Pilgrimage

    VcomAI JSRS soundmod
  5. If you made changes after the OP, would you please update it because I'd like to try it. Thanks!
  6. major-stiffy

    Herne The AI Hunter Script

    Ok Since I deleted my above post and corrected initServer.sqf, still got this error 8:27:10 Error in expression <est) }; case (not (isNull _myBld) and {_farFromEntrance}) : { private _entranc> 8:27:10 Error position: <_farFromEntrance}) : { private _entranc> 8:27:10 Error Type Number, expected Bool 8:27:10 File C:\Users\Marc\Documents\Arma 3 - Other Profiles\Major_Stiffy\mpmissions\hunting_the_hunters.Altis\Herne.sqf..., line 515 8:27:10 Error in expression <est) }; Looks like you saw it before I deleted it.
  7. major-stiffy

    Herne The AI Hunter Script

    So how do I remove debugMode? Assuming you're done.
  8. major-stiffy

    Herne The AI Hunter Script

    A bit long but hopefully you see what you're looking for. RYD_Herne_v1_1_beta_5
  9. major-stiffy

    Herne The AI Hunter Script

    Pure vanilla setup in VR. initServer.sqf call compile preprocessFileLineNumbers "Herne.sqf"; { [_x,0,-1,60,true] call RYD_CH_Herne; } foreach [hunters]; RYD_Herne_v1_1_beta_4 AI visible and simulated on start. The first time I clicked singleplayer and it started (I was not recording), the AI moved up the guard tower to almost the top. I got out of spectator mode, walked across the plank onto the other building. The AI came back down and properly entered the office building and worked their way up almost to the roof and then I exited. I thought good, it works. Decided to do the same thing again only this time record. Here it is. I did a 3rd test while recording and the result was the same as the recording above. Not sure what else to add.
  10. major-stiffy

    Herne The AI Hunter Script

    No errors, looks good until I change buildings.
  11. major-stiffy

    Herne The AI Hunter Script

    What I do here is probably more than you bargained for but here it is. Let me know if I've not setup your scripts properly. Player walks into trigger and Act's nul = execVM "scripts\task5bgrp1.sqf"; task5bgrp1.sqf contains (spawns AI via layer) getMissionLayerEntities "tsk5bgrp1" params ["_objects"]; _objects apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; }; initServer.sqf contains: call compile preprocessFileLineNumbers "Herne.sqf"; { [_x,0,-1,60,true] call RYD_CH_Herne; } foreach [task5bgrp1,task5bgrp1z,task5bgrp2,task5bgrp2z,task5bsmasher]; Herne.sqf is beta 3 Error:
  12. major-stiffy

    Herne The AI Hunter Script

    I'll test a bit today but not home over the weekend.
  13. major-stiffy

    Herne The AI Hunter Script

    I just tested Land_i_Barracks_V2_F in VR. If I spawn on the roof of this barracks building the AI does not respond or move. But if I put my player inside on second floor, the AI will move inside. I will test other buildings by spawning INSIDE and not on ROOF. I used a hide terrain module under and around that building so they stayed in that room which is part of the building.
  14. major-stiffy

    Herne The AI Hunter Script

    Editor placed object in Altis. Tanoa asset Land_CoalPlant_01_MainBuilding_F Typical BI AI just being where they are not to be. 🙄 One AI of two separate vanilla groups spawned made it to the roof. I'm trying to find a vanilla asset that we can fight enemy off as they move towards us. Not just the small buildings. I'll keep testing.
  15. major-stiffy

    Herne The AI Hunter Script

    That was kind of my point and should probably be noted in the OP. At the same time we can learn a bit about the pathing of various buildings. I'm not sure if your script will become final before I finish my mission but I plan to change some lines if necessary. _debugThing = createSimpleObject ["Sign_Arrow_Pink_F",ATLtoASL _newPosition,true]; Will be changed to: _debugThing = createSimpleObject ["Land_HelipadEmpty_F",ATLtoASL _newPosition,true]; On a side note: I plan on making a MP mission for two of us using those zombie mods out there and using your script. I learned that WebKnight's zombie mod gets broken when the simulation is disabled. Thanks for making great scripts for the community.
  16. major-stiffy

    Herne The AI Hunter Script

    They do know what building I'm in.
  17. major-stiffy

    Herne The AI Hunter Script

    I suppose we should check which building to use in our missions. Thoughts?
  18. major-stiffy

    [SP] Pilgrimage

    Yes they do.
  19. major-stiffy

    Beautiful blastcore

    You can find it on Steam https://steamcommunity.com/sharedfiles/filedetails/?id=767380317
  20. major-stiffy

    Herne The AI Hunter Script

    I'll give it a shot. (Hunter not added to any group.) Doesn't happen on all vehicles, I'll try others.
  21. major-stiffy

    Herne The AI Hunter Script

    Was making a mission using WebKnight's zombie mod. I spawned a small group by enabling their layer via a trigger. I was driving a hunter vehicle. When I got out of the vehicle, it was blue when looking at the map screen. The group ran to the vehicle even though I was on the second floor of a building. It paid attention to the hunter and not me. Same shit happens in Pilgrimage. Not sure why BI or what ever makes them stay blue when we exit. getMissionLayerEntities "tsk3grp1" params ["_objects"]; _objects apply { _x enableSimulationGlobal true; _x hideObjectGlobal false; }; sleep 1; [task3grp1,1,-1,60] call RYD_CH_Herne; Without the influence of the blue hunter they went for me in the building. Not sure this can be worked around but may want to advise people of this issue.
  22. major-stiffy

    Herne The AI Hunter Script

    initServer.sqf So this: call compile preprocessFileLineNumbers "Herne.sqf"; { [_x] call RYD_CH_Herne; } foreach [HuntingGroup1]; Can get replaced by this? (optional params) call compile preprocessFileLineNumbers "Herne.sqf"; [HuntingParty,onlyKnown,distanceLimit,updateInterval] call RYD_CH_Herne;
×