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Donald Flatulence

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Everything posted by Donald Flatulence

  1. Hi all, I'm still getting acquainted with scripting, I have this code placed in the init box of a grouped unit, which works perfectly. { _x doMove getpos Attack; _x setspeedmode "FULL"; _x setbehaviour "SAFE"; _x setskill ["spotDistance",0.1]; _x setskill ["spotTime",0.1]; _x setskill ["courage",1]; _x setskill ["commanding",0.1]; _x setskill ["general",0.1]; }forEach units group this; However when I move the units in zeus or spawn more, the effect of this code is (of course) cancelled, so I was hoping to turn this into script such as { if (_x side == "EAST") then { _x doMove getpos Attack; _x setspeedmode "FULL"; _x setbehaviour "SAFE"; _x setskill ["spotDistance",0.1]; _x setskill ["spotTime",0.1]; _x setskill ["courage",1]; _x setskill ["commanding",0.1]; _x setskill ["general",0.1]; }; } forEach allUnits I know the script is successfully called as I added a line to create a hint which showed in game, however the AI simply remains still. Ideally this would actually be a "while" loop that repeated so any movement of units using zeus, or addition of new units, would still allow the same commands to be applied. The script was being called from the init.sqf. Any help would be much appreciated, as always.
  2. Donald Flatulence

    AI execute players all time

    Thanks stanhope, looks like BI were ahead of us on this one!
  3. Donald Flatulence

    AI execute players all time

    Had a look and the behaviour is the same for me, maybe chalk it up to battle adrenaline and hope BI also notice it...
  4. Donald Flatulence

    AI execute players all time

    What's the mission you are playing in multiplayer? I can't imagine why this happened but fixing it should be possible by editing the mission's revive scripts, unless it's the built in revive system.
  5. Donald Flatulence

    Reinforcement help (Activate or Delete)

    You were almost there I think! Easiest thing to do is to add in another condition to check whether reinforcements have been called, so your triggers would look like this: Condition: !alive tower && !reinforcements On Activation can stay the same, the above means "If the tower is not alive (destroyed) and the reinforcements have not been called (reinforcements = false), then activate the trigger (delete the reinforcements)" To make this work, edit the trigger used to call the reinforcements so it includes the simple statement: [Your code to call the reinforcements]; reinforcements = true; and add in the "init" section of your reinforcements' vehicle: reinforcements = false; This works as follows: At the start of the mission, reinforcements = false If the player then destroys the tower without being detected, !alive tower = true and !reinforcements = true (as the ! is the opposite of the current value), so the reinforcements are deleted If the player is detected, reinforcements gets changed to true, so even if the tower is destroyed and !alive tower = true, !reinforcements will now be false, and the trigger will not delete the reinforcements. Hope that helps!
  6. Here's an odd one for you, I am using skipTime in an external script which is called via a trigger. For some reason the script seems to cause all enemy vehicles to explode?! Even when using "allowDamage false" on the vehicles, the crew still die?! The worst part, is that this is totally random - sometimes it works fine and other times everything dies! Has anyone experienced this before, or know how I can make the crew invincible during the script as well as the vehicles? Thanks in advance Its almost like time travel is dangerous or something...
  7. Hi all, We recently released a new mission - Last Stand: Kavala Features: /Squad Leader has full access to the Zeus interface (Press Y in game) //Revive system and dynamic respawn points //Virtual arsenals at all key locations - including a controllable UGV //Unique AI system - fast paced relentless combat like never before //A selection of the best music from Arma 3's soundtrack //A hidden Easter egg in Castle Kastro that really blows... We would love to see more people give it a try, if you want to join the 1000+ people that already have check it out via the link below: http://steamcommunity.com/sharedfiles/filedetails/?id=603109334 (Please leave a rating on the workshop for us!) Or https://onedrive.live.com/redir?resid=4ED2B8655B077EDB!568618&authkey=!AA7pOOfZXgn4gjA&ithint=file%2cpbo Feel free to leave feedback for us on the workshop or post something here - we read every comment we get, so you won't be ignored.
  8. Donald Flatulence

    New Mission Featuring a Unique AI System - Last Stand Kavala

    Awesome, I will do! I'll also post when we release a new mission, with a link to the new thread - likely to be a few weeks after the upcoming Eden update.
  9. Donald Flatulence

    New Mission Featuring a Unique AI System - Last Stand Kavala

    Dammit Microsoft! According to their page on file sharing with OneDrive, you shouldn't need to sign in for a "Get a link -> View only" link: https://support.office.com/en-us/article/Share-files-and-folders-and-change-permissions-9fcc2f7d-de0c-4cec-93b0-a82024800c07 Maybe there is a place you can click to not have to sign in - if I open the link in a browser that doesn't sign me in I can just see the file and nothing else? Sorry for the trouble. Edit: Thanks Richie, much obliged.
  10. Donald Flatulence

    New Mission Featuring a Unique AI System - Last Stand Kavala

    Interesting to note, based on this I have added a link to directly download the .pbo above.
  11. Donald Flatulence

    New Mission Featuring a Unique AI System - Last Stand Kavala

    Thanks for the info, is there a particular problem with Steam workshop?
  12. Donald Flatulence

    Extreme shadow bug in Arma 3

    http://steamcommunity.com/sharedfiles/filedetails/?id=603876301 Hey all, Please see the above link/photo Put simply, my shadows are being drawn in an absolutely random manner, with lots of rapid spiking. I really can't think of anything more than updating my drivers and modifying my video settings, so has anyone got any other ideas? Note this is a vanilla install, no mods. Thank you far any and all suggestions, Ed
  13. Donald Flatulence

    AI Discussion (dev branch)

    I just wanted to stop by and say thanks for adding the Autocombat AI control feature, I may redesign an entire mission if it works as I expect; currently, the mission linked below uses AI with numerous modified behaviours in an attempt to produce similar responses to the behaviour this feature should produce. So thanks BIS, much appreciated! If anyone would like to check out and compare my now (possibly) outdated AI modification, here it is: http://steamcommunity.com/sharedfiles/filedetails/?id=603109334
  14. Donald Flatulence

    Extreme shadow bug in Arma 3

    Thanks for the replies, I am using a NVIDIA GTX 850, I'll try rolling back the drivers although I bet this will create issues with other games, might be a lose lose until updates just end up fixing this, if its driver related :P
  15. Donald Flatulence

    Respawn type change?

    Hi yuval, As far as I am aware changing respawn type in game is impossible, but I'm sure there is a way around this, let me know if the following gets you anywhere. For some reason I am getting a "502 bad gateway" error trying to access the wiki right now, but its possible using an "onplayerkilled.sqf" script will allow you to accomplish this, for now though... Try using the "old" respawn system (markers named respawn_west, respawn_west_2 etc.) So you probably have this all set up already but the description.ext needs to contain: respawn = "BASE"; Place a marker named R1 on the base, where you want the respawn point to be once the base is captured. Then place a trigger in your mission that is activated when the Base is captured, with an OnActivation field of: createMarker [""respawn_west"", (getMarkerPos ""R1"")]; This will create a respawn point on R1, if this is the only respawn point units will always spawn on it from then on. Hope it helps, Ed
  16. Hi all, Really strange problem here, I have a mission named "Last Stand Kavala", which will only ever show up in the multiplayer menu as "Last Stand Kavala.Altis". I am aware that entering the name in the intel box of the mission editor should result in it being names "Last Stand Kavala" instead of "Last Stand Kavala.Altis" - but it doesn't! I then made a new blank mission and named it the same - this worked fine - therefore the issue is somwhere in my mission.sqm. I have uploaded the non working mission.sqm here: https://onedrive.live.com/redir?resid=4ED2B8655B077EDB!469976&authkey=!AGCcTCN_N1sVs4s&ithint=file%2csqm And the working, blank mission.sqm here: https://onedrive.live.com/redir?resid=4ED2B8655B077EDB!469978&authkey=!ANMokyfpzXJ8SRw&ithint=file%2csqm Could anyone find the problem? Thanks in advance!
  17. Donald Flatulence

    Cannot name mission due to unknown cause...

    Weird... I tried the same with out any luck - I must have broken it more :huh: :P
  18. Donald Flatulence

    Cannot name mission due to unknown cause...

    Thanks Alex, I gave it a try while leaving, removing and matching the name and description in the mission.sqm and unfortunately Arma didn't even seem to notice. I have noticed however, that removing the entire "cfgGroups" section of the mission.sqm by highlighting it and using the "cut" command allows the mission to be renamed and saved correctly... The cfgGroups section can be added back but saving again seems to cause the issue to reoccur. This gives the impression that the problem arises due to a large number of objects, or a long mission.sqm - that said I have seen much larger missions not have this issue. If there are any other suggestions I'd be glad to hear them!
  19. Hi Joe, As far as I know, that isn't a possibility within Arma 3, however if you press the corresponding "F" key (Eg, F1 - F12) to select the UAV operator, followed by "6" on your keyboard, and finally selecting the option "Inventory", you can drag the UAV Terminal out of the soldiers inventory to use it yourself, before returning it. The alternative would be setting up waypoints for the UGV to follow as part of the mission, if you do not wish to control it yourself. Perhaps some bright scripter can find a way to make this possible, unless I have missed an already existent way to do this! Sorry I couldn't help more ED
  20. Donald Flatulence

    JIA with disabledAI=1

    Hmm, interesting one this... Perhaps check out these two things: This will disable the AI, meaning that you can use "disableai = 0", so the AI will spawn, but will not move at all or engage targets. https://community.bistudio.com/wiki/disableAI If you combine the above with you this, you can also make the units invisible, although I think this effect may remain after you respawn as another playable unit, if you're interested I'll find a way around that... https://community.bistudio.com/wiki/hideObject If they help then great, if not feel free to ask more questions!
  21. Donald Flatulence

    Respawn on Squad Leader Help Needed !

    Hey, I'm afraid I'm not great at scripting, but I wanted to try and help - this may be totally useless and non functional but here goes... Using the checks you have coded to establish whether or not the leader is alive (and his group), should the checks be failed (everyone is dead) then execute code such as "respawn_west" setMarkerPosLocal (getMarkerPos "BaseMarker"); Where "BaseMarker" is a marker placed on the base respawn location. Perhaps the check could be included as part of the constant respawn position update? Eg: While {true} do { If {CODE TO CHECK IF LEADER AND GROUP ARE ALIVE} then { "respawn_guerrila" setMarkerPosLocal (getPos leader player); "respawn_west" setMarkerPosLocal (getPos leader player); sleep 0.5;} else {"respawn_guerrila" setMarkerPosLocal (getMarkerPos "BaseMarker"); "respawn_west" setMarkerPosLocal (getMarkerPos "BaseMarker"); sleep 0.5;} }; Note the above will need modification and possibly fixing, but if the idea would work for you... Hope I haven't wasted your time, Ed
  22. Hey, Not sure if you found a solution for this, but in case you're still looking: Place a trigger that encompasses the helipad and name it "D1" (or anything you like, just remember it). Set the trigger to "repeatedly", and set it to activation "Civilian" (assuming vehicles spawned are empty). In the "Condition" field put Delete In the "On Activation" field put {deleteVehicle _x} forEach thisList; Delete = false; Then finally put Delete = true; on line 9 of your script (directly below "sleep 0.025;") That *should*, if I have got my scripting right, delete any vehicles on the helipad right before spawning the new vehicle. I'm willing to bet you figured this out days ago but hey, someone else might find it useful if you did...
  23. Donald Flatulence

    How to turn init code in to a script?

    Thanks to you both, Beerkan as your script will loop its exactly what I needed! There was me thinking "Oh I'm sure I can work this out by myself..." Any way, thanks again.
  24. So far I have been unable to do this; the reason behind my attempts is to force CSAT troops to rush a position in large numbers whilst it is defended by a small number of players - currently when they are in sight of the players they hold position to engage, or advance extremely slowly. Obviously that is the sensible thing to do from a tactical perspective, hence their programmed behaviour, but is there any way around it? I have tried using "dissableAI FSM" and "set capture" already, disabling FSM prevented them engaging but I could still not force them to run. Setcaptive had a similar effect but I want friendly (BLUFOR) units to still open fire, hence I made BLUFOR hostile toward civilians (ergo they attacked CSAT "captives") The problem is they also considered every empty vehicle and a number of objects in their base hostile, and while it was hilarious to watch them run around panicking and shouting "CONTACT!" in their own base it did detract from their ability to, you know, shoot at the enemy. :p Thanks in advance for your help :) SOLUTION (sort of...): Place this in the init line of one unit in each group, this will force the group to prioritise movement and reduces the time they spend engaging - its not perfect but it makes a big difference. { _x doMove getpos Attack; _x setspeedmode "FULL"; _x setbehaviour "SAFE"; _x setskill ["spotDistance",0.1]; _x setskill ["spotTime",0.1]; _x setskill ["courage",1]; _x setskill ["commanding",0.1]; _x setskill ["general",0.1]; }forEach units group this; ////Change the red word to the name of the object you wish the AI to move to (do not use a marker!)////
  25. Interesting script Günter, thanks for the link, by the sounds of it it didn't have the desired effect for the OP though so I guess it's a no-go. I had a look into forcing looped animation, but I can't afford to drop the pathfinding in the context I'm using. Outlawz7 that's great, thanks for checking, and that's a much better code to use so thanks for that too! Based on this I'll mark the thread solved as going on the number of views, there are a lot of people looking for this. Its not a perfect solution but its a big improvement, hopefully BIS will have time to officially implement this soon. Thanks all for your help, happy Arma-ing!
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