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scottb613

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Everything posted by scottb613

  1. scottb613

    AI use of Launchers?

    Please Disregard...
  2. Hi Folks, Hah - looking forward to getting some time to try this. You make some great missions there - sir. I can't get enough of SOG. A-n-t-i-c-a-p-a-t-i-o-n... Regards, Scott
  3. scottb613

    Arma 3 Notepad++ Syntax Highlighting

    Hi Folks, Why thank you kindly... Regards, Scott
  4. scottb613

    SOG AI

    Hi JB, CONGRATS ! If you look more closely - you're the #1 "SOG" mod download of ALL TIME. Well deserved. Regards, Scott
  5. scottb613

    SOG AI

    Hi JB, Thanks for all the SP consideration - I always felt we took a back seat to MP stuff. I was last active back when Mad Cheese was working on C2 - had a bunch of conversations with him - and I enjoyed his mod a great deal. Then when I resurfaced with SOG - I wanted - simpler - instead of micromanaging and spinning mouse wheels in the heat of combat - I just wanted "smarter" more effective AI teammates. You're definitely on the right track. I'm getting that screen artifact more often now - could it be ACE? Bardosy - perhaps if we share mod lists we can isolate it? I've been trying to pare down my list of mods. I think ACE is the only thing I have that messes with GUI stuff. It's the "No Medical" version for me. Regards, Scott
  6. scottb613

    AI helicopters 'hopping' when landing

    Hi Folks, Yeah - that doesn't look good. I know helicopters always had a flare issue but that looks different. I've worked with helicopter assault scripts a bunch. Here's my attempt to make them better. Nothing I can think of will address the hopping though. SCO Instant Air Assault Scripts Regards, Scott
  7. Hi Folks, Now that I have my flare issue sorted - I'm trying to properly disengage from combat. The mission premise is that I hit an enemy camp hard and fast to rescue some POW's - then pull out before the enemy has time to react. I've been around long enough to know that disengaging from combat is an issue with Arma - in the past FHQ Combat seemed to work with the player squad - I'm not using it now. I've searched around looking for help - haven't found too much - speedy AI exits are not Arma's forte. Here is what I am trying to do on three AI squads. It kind of works but the results aren't consistent. Most times only a single unit ignores all this and freezes in place. Most times it's the same unit - most times the squad leader. Once in a while it works. I've done hours of testing. I had to add sleeps - as when run without delay - half the squad would ignore this. { _x setUnitPos "UP"; _x forceSpeed 100; _x disableAI "CHECKVISIBLE"; _x disableAI "COVER"; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "SUPPRESSION"; _x disableAI "AUTOCOMBAT"; _x setBehaviour "CARELESS"; _x setCombatMode "GREEN"; _x doMove (getMarkerPos "Rall_1"); sleep .5; } forEach units Seal_1; I built a quick test mission all vanilla - if anyone cares to test. Trigger Radio Alpha starts the attack. Trigger Radio Bravo orders the withdrawal. The OPFOR is looking in the opposite direction - so the player needs to initiate gunfire to put everyone in Combat Mode. Test Mission: "[SCO]SOG_Withdraw.Altis" - all Vanilla - no PBO. https://mega.nz/file/Rp400KZQ#xAsHL7XelIa4ZfCPTBZLElWCv0m-2FooJHgnDZ04BT8 Regards, Scott
  8. Hi Folks, Absolutely BRILLIANT - sir. You've made it so easy for me a caveman could do it. Thank You! Here's the updated test mission - if anyone is interested in a working example: https://mega.nz/file/JswWWBpA#qNgNiV7BB6KM_MtOniFiCbtJFEUx_fosnY6DHor_BlU Combat or No Combat - ALL - the troops pack up and try to get the heck out of there. Nice and easy to restore everyone after the running is done. This is a keeper. Regards, Scott
  9. Hi Folks, Hah - now that's a good share - I'll have to give that a try. Appreciate the help. My work is still less than satisfactory. Regards, Scott
  10. Hah - oops - LOL - they don't really run at 100 (I would have noticed) - I'll fix it. 😁 I'll look at "setBehaviourStrong" as well. It's so odd that it works fine on all but one unit - most of the time - then occasionally works for everyone. I can't identify what's different - on my test runs - or - the one remaining unit always left behind. It's not even Combat Mode causing this - as sometimes I just issue the "withdraw" command and I still have the remaining unit - frozen. Regards, Scott
  11. Thanks - I'll take a gander... Regards, Scott
  12. Hi Folks, What am I doing wrong here? I just want a steady stream of flares over my nighttime raid. BIS_fnc_fireSupportVirtual is supposed to take a Marker Name as its first Arg. I tried everything I can think of. I tried setting a Var - I used with and without Array Brackets - no flares. _mkr1 = getMarkerPos "POSIT";[[_mkr1], "F_40mm_White", 20, 10, 10] spawn BIS_fnc_fireSupportVirtual; Yep - Rusty... Regards, Scott
  13. Hi Folks, Thank you once again. You stated how the Args work on that function far more clearly than the Wiki did. Really appreciate your time. I'll give that flare a try as well. Regards, Scott
  14. scottb613

    SOG AI

    Hi Folks, I've seen that ONCE in all my testing - it wouldn't go away - restarted the mission - haven't seen it since. Just confirming it does exist. I can't recreate it. Regards, Scott
  15. Hi Folks, Thanks as well. I did see the note on flare speed - let me give that a try. I wasn't sure what was needed for Args 6-9. I did note that the script I posted above used a different mechanism to create the flares. I'm pretty much strictly SOG now and I'm using ALiVE weather. Some nights are so bright I hardly need flares - others are so dark - all I can see are my friendly troop markers. While I have flares now using a vanilla flare: "F_40mm_White" they hardly light up the environment on those darkest of nights. Even with multiple flares in the sky - I can barely make out my hand in front of my face. I tried a mod called "Brighter Flares" as the poor flare lighting seems to be a common complaint with ArmA. It doesn't seem much brighter. Are there any other tricks I can try? Thanks. Regards, Scott
  16. Hi Folks, Thanks for the response - yeah - I had tried both those methods - no joy. Reading more on BIS_fnc_fireSupportVirtual - it stated the default speed of the shell was 150 - perhaps it's just slamming into the ground with the speed of a normal shell and I don't see it? On a side note - I did find a great script written years ago by "PivMan" on Reddit - while searching. It works like a champ and is far more elegant than I was planning on doing. While I am still curious why the function wasn't working for me - I plan to just use his script as it works very well. // skyFlares.sqf // startFlares = 1; null = [<max distance>, <base delay>, <max added delay>, <base height>, <random added or subtracted height>, <color>, <speed (must be negative)>, <object pos>] execVM "skyFlares.sqf"; // declare a few variables we need and make _sign randomly negative _sign = 1; _random = false; if (floor random 10 > 4) then { _sign = -1 }; _flareArray = ["WHITE", "RED", "GREEN", "YELLOW", "IR"]; // organize our arguments _flareDist = _this select 0; _delay = _this select 1; _delayRandom = _this select 2; _flareHeight = _this select 3; _flareHeightRandom = _this select 4; _flareType = _this select 5; _flareSpeed = _this select 6; _flarePos = _this select 7; // create loop for spawning flares while { startFlares == 1 } do { // check if random if (_flareType == "RANDOM") then { _flareType = _flareArray call BIS_fnc_selectRandom; _random = true }; // assign colors switch (_flareType) do { case "WHITE": { _flareType = "F_40mm_White" }; case "RED": { _flareType = "F_40mm_Red" }; case "GREEN": { _flareType = "F_40mm_Green" }; case "YELLOW": { _flareType = "F_40mm_Yellow" }; case "IR": { _flareType = "F_40mm_CIR" }; }; // get a random spot around the target _pos = [_flarePos, random _flareDist, random 360] call BIS_fnc_relPos; _pos = [_pos select 0, _pos select 1, _flareHeight + (random _flareHeightRandom * _sign)]; // make the flare at that spot _flare = _flareType createVehicle _pos; // set its speed _flare setVelocity [0, 0, _flareSpeed]; // delay plus random delay sleep _delay + random _delayRandom; // reset random if it was there before if (_random) then { _flareType = "RANDOM" }; }; Regards, Scott
  17. scottb613

    SOG AI

    Thanks for the consideration - and - most importantly - at your leisure. Great Mod. Regards, Scott
  18. scottb613

    SOG AI

    Hi JB, Just another thought - it's just my two cents - so please take it for what it's worth. Would it be possible to run the SOG AI initialization on new units that join the players group? This comes up when doing POW rescue missions - or - reinforcements (FNG's) are delivered. Thanks. Regards, Scott
  19. Hi Folks, How to I setup an HVT just walking around a camp - noncombat mode - enter a specific building - stay in there for a given amount of time - then continue to another building doing the same? Just an officer making his rounds. Regards, Scott
  20. Thanks so much… Let me give this a shot… Regards, Scott
  21. scottb613

    SOG AI

    Hi JB, I had tried that - and - it didn't seem as if my squad was following all my directions. Let me mess with this over the weekend as well and I'll touch base next week. Here are the mods I normally run for SOG (I had pulled LAMBS out of the mix): Here's a quick editable ALiVE mission setup for "The Bra" that I use for my testbed (intended for newbs or those unfamiliar with setting up ALiVE). I use the mods listed above. No specific goals in mind - just a fully populated map to play with SOG AI. CAS/Transport/Artillery supplied by Simple Support Services via the ACE Menu. SOG Bra Playground https://mega.nz/file/BhQBzCSY#5ifP0mYnItNLrO9kEj7G0c4YN_RKmpt2LyQ_w8rywMk Regards, Scott
  22. scottb613

    SOG AI

    Hi JB, Hah - that was your doing - you've outdone yourself - sir. I actually had a tinge of feeling for the poor guy as I watched him being carried off. Too funny. Yeah - I have two machines - I use my older one most of the time because I only have access to my better one on weekends. I'm using an old heavily taxed Sandy Bridge when I noticed the issue of the Wheel Menu response - I'll test again on my better Kaby Lake over the weekend. It seems it could be a performance issue as it gets pretty laggy on occasion. Regards, Scott
  23. scottb613

    SOG AI

    Hi Folks, I've been absent from ARMA for a while and new to SOG - just a general comment - they've really stepped up the injury/death animations and vocals - it's enough to give someone flashbacks. Then - the other day I was down and incapacitated - writhing in pain from sustained injuries - when Charlie comes up and while standing over me - starts poking me for a bit - then the MF'r actually picks me up and carries me off into the jungle with the MIA banner coming up. SOG - you got me - my mouth was actually open as I watched this for the first time - WOW... I do notice the SOG Command Wheel stop functioning from time to time. The wheel always comes up - but clicking on the items is unresponsive - you don't get the click animation. If I wait a few minutes - it comes back. Just an FYI. Regards, Scott
  24. scottb613

    SOG AI

    Hi JB, Winner winner chicken dinner. I really like this. I don’t know if I can go back to NOT using this with other Arma mods. The included medical negates the need to run any more medical mods - very cool. It works very well. The behavior of the units really seems to work. I think LAMBS Danger did cause my troops to move without orders - hence the pincer I described above. They seem far more stationary now. As it stands - there is no CQB available? You can't clear buildings. As it stands - there is no resupply for your squad - ammo boxes - scavenging the dead? Will your squad utilize missile weapons when carried? I noted in one of your videos - you had colored scroll wheel menus to get in and out of vehicles fast - I don't see them - any trick to make them work? Will they get in and out of land vehicles quickly as well. As mentioned above - I scripted the entire Move GREEN - Move RED - Move SOG - Halt SOG in Voice Attack - - - to (4) voice controlled macros - I then also mapped the functions to a spare four way hat on my joystick. It's so fast and fluid this way. These are the most time critical commands needed in combat - a time when your voice may give you issues if you speak too fast. Up = Move SOG Left = Move RED Right = Move GREEN Down = Halt SOG I hope you continue to work on this as time permits. It's a game changer. Thanks. Regards, Scott
  25. scottb613

    SOG AI

    Hi JB, Thanks for the detailed response as well. It's obvious how much work you put into this. I noted on Steam you mentioned a conflict with the LAMBS Danger Mod - I did have that loaded for all my testing - I'll remove that and play with this some more tonight. Regards, Scott
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