ElricMelnibone
Member-
Content Count
5 -
Joined
-
Last visited
-
Medals
Everything posted by ElricMelnibone
-
AI Spawn Script Pack
ElricMelnibone replied to spunfin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Added this to the mission.sqm class Item101 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={23429,0,17806}; azimut=225; id=101; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="fil1"; init="nul = [this,3,true,2,100,300,[0.25,0.4,0.5,0.5,0.4,1,0.1,0.35,1,1],nil,nil,101] execVM ""LV\fillHouse.sqf"";"; }; }; }; Have the LV directory in the mission pbo. I have no errors but the AI never show up. This is a MP Epoch server.- 586 replies
-
- ai spawn script pack
- aissp
-
(and 1 more)
Tagged with:
-
Trying to get a basic FillHouse going
ElricMelnibone posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Posted outside of thread sorry -
ARTEMIS - Hunting Instinct AI mod
ElricMelnibone replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alright so if I had the raptor mod loaded. And yes I mistyped sqm instead of sqf sorry. What would I do to get the init file ready with a human player as the hunted and a raptor as the hunter? From what I read I understand that I would put: RYD_ART_Hunters = [(here list of hunters)]; RYD_ART_Prey = [(here list of prey units)]; in the Init.sqf file but what goes in the areas for hunters and prey? -
ARTEMIS - Hunting Instinct AI mod
ElricMelnibone replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can't find a way to load raptors without requiring a mod from the players to be loaded. Seems A3Launcher doesn't support the raptor mod so everyone is against forcing player to download a mod without knowing it is required. So I was thinking of randomly picking a player on the server and having a Chicken hunt them. Can anyone explain how I would add the player and the chicken to the init.sqm? -
Lootspawner, configurable building loot system
ElricMelnibone replied to na_palm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Of course things are floating this script is a catch all spawn system. Building has a point to spawn the loot it puts it in at a specific height that works for all buildings. If you want the loot to not float in certain places you need to modify this system to realize what building it is in and adjust the height for the building. Oh and you will need to figure out what height that is for each building. Good luck no one wants to do it, too much work. ---------- Post added at 19:25 ---------- Previous post was at 19:10 ---------- Turn your debug variable on so you can see how long it's taking in the logs. Mine gets a couple hours in and starts to take 1000 seconds to run and that's when people start to think there is no ground loot at all.