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avibird 1

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Everything posted by avibird 1

  1. That really sucks. AI combat is great but really can't use with design missions only as reinforcements in AO with a trigger. You can't have units running like chickens in a AO that was cleared out. Hope the author would consider in a update with this Script.
  2. Great it was a very nice group of Scripts for sure yay.
  3. Found this old post from 2014 @KC Grimes wrote this code that seems to work I tweeted the the damage numbers in the script to make the units go unconscious after the first hit but able to be revived. Works better good to assisting Urban combat with vehicles as long as you're running an AI revived script works great. { _x addEventHandler [ "HandleDamage", { _unit = _this select 0; _selections = _x getVariable ["selections", []]; _gethit = _x getVariable ["gethit", []]; _selection = _this select 1; _projectile = _this select 4; if !(_selection in _selections) then { _selections set [count _selections, _selection]; _gethit set [count _gethit, 0]; }; _i = _selections find _selection; _olddmg = _gethit select _i; _curdmg = _this select 2; if (_projectile == "") then { _newdmg = _olddmg + (_curdmg - _olddmg) / 70; _gethit set [_i, _newdmg]; _newdmg; } else { _curdmg; }; } ]; } forEach allUnits; The original number was 20; _gethit set
  4. Been searching and trying to write a code that will only allow partial damage when hit by a vehicle for all AI units. AI driving is still something to be desired in Urban settings. Working on mission that has multiple Urban AO with a few Patrol Vehicles link to all the AO. There must be a way to set damage to units while hit from a a vehicle to only partial damage that will allow the unit to go unconscious but not die. I have another script that allows AI units to heal unconscious units. Any help would be great.
  5. avibird 1

    reduce vehicle damage

    Sorry for pulling this old post up but has anyone find a good way to reduce vehicle damage a AI unit will take when hit while walking? I don't want to prevent damage but limited death from the first hit.
  6. @dreadpirate I don't know if you played around with T8OO tasks for a new patrol script for jebus it has a lot of functionality that the other patrol scripts don't it could be a great replacement for UPMONS if you every update the script you should look into replacing upman's in a demo with this. GAIA USPS T800s tasks makes for a very nice assortment of Patrol scripts for JEBUS. Like I said I feel having a few different patrol scripts in a mission makes for a more unpredictable environment for sure. Avibird.
  7. @ayoung TY I never DL this because I always thought it was to much like DAC but I was dead wrong. The only issues is setting of different groups is definitely a little more time consuming then DAC with a simple adjustments of # in the parameters. I see how using this as a patrol script with JEBUS can work out very nice. I recently started to fool around with Vcom AI 3.0 and jebus and I am very disappointed that the groups will always stay in combat mode following contact even if no enemy units are in the AO.
  8. Does anyone know how to set the AI back to Safe mode and limited speed if no enemy units with the default 1000 meter AO. AI is great when in a direct firefight but if section is clear looks pretty dumb with the AI running crawling moving to cover the cover. Does not seem to really work for long setup missions only direct combat missions maybe I am missing something here but how and why would you use this in a long multi section Mission design I don't see how this would work.
  9. avibird 1

    Adding spawned units to Curator

    This code about is not working for me how can I add spawned units during the mission to ZEUS thank you been searching for a few days and can't find the answer
  10. This code about does not work for me. How can you add spawned in AI groups to ZEUS. I am playing on a host server not dedicated does that make a difference with the script above.
  11. So is this the code I need to add to the Zeus module or a game logic to make it work.
  12. @Grumpy Old Man you are not grumpy you're funny ? I am not into the whole role playing thing life games border patrol from OFP days for players as old me. Just give me a good old-fashioned military assault defend or rescue mission but Arma can be anything that a player wants it to be that's the beauty about the arma engine. A Script Mod like that would be kind of to have a true Hunger Game Maze Runner or Minecraft type of gameplay only if there was random animals/monsters that would attack you as you attempt to gather up your resources ?
  13. @genesis92x I setup a town battle with about 12 vs 12 various Squad groups and a few armor vehicles on both sides lookwith a few static weapon located throughout the town. My first impression was holy shit wow what a epic battle that is taking place with just only placement of groups. Great unit movements flanking finding cover suppressing fire ect. No units took empty static positions that I put around the town! After around 15 minutes or so the blufor side won and then I noticed after around another 1O minutes the remaining blufor units we're still in combat mode moving far away from the original AO in combat mode. No opfor units where left on the map but blufor still in combat mode moving around the map. This was a little puzzling to me. If I am going to use your script/mod in a design mission. I typically make missions that have about three to five sections with different AO when you clear out one section and complete the objectives you move to the next AO. I always have set units in the AO's and random patrols linking all the AO together . So when you completed section and move to the next there can be possibly contact with random units on patrol. Do your units ever go back to Safe aware and limited speed after a set time? Because it looks and will play pretty silly if you are moving to a new AO and before contact is made the enemy units are in combat mode crawling and moving to cover to cover. Has anyone ever stated this before to you. Is there a way to set the units on the map to go back to Safe and limited speed for the new waypoints that are generated when no enemy units are in the area. Just my observation and thoughts.
  14. avibird 1

    Achilles

    Hello I was wondering if somebody can answer a few simple questions that I have. What is the difference between this and the Ares mod? Is the Ares still being updated or did this replace it. I want to make sure if I install this mod and use it that the host server is the only one who needs the mod installed. So if other players do not have it installed can they play the mission. For example mcc4 only the host needs it DL and not two players join in the mission ? Thank you
  15. Check this out it's called USPS very similar to UPS works great with no know bugs ? it's called ultimate simple Patrol script http://www.armaholic.com/page.php?id=19299 GAIA is part of the MCC and was based on UPMONS script. You can run It from jebus or DL stand-alone version or have MCC. I use MCC because it's the best and other people do need it installed to use it in a mission in MP.
  16. Is this script still working correctly at this time. No activity on this thread since March. Is the author still updating script ?
  17. @ayoung thank you I totally forgot about this script I never fooled around with this script because I forgot about it lol it looks like it has a lot of parameters to set up within a mission. I definitely prefer to use multiple different AI Patrol Scripts within a mission as well as standard waypoints. In my opinion it makes the mission a lot more random and unpredictable with various groups. Jebus is a awesome spawning platform script that can utilize multiple Patrol Scripts unfortunately UPMONS is pretty much broken and UPS has a major bug issue sending groups into combat mode for no reason. 1.GAIA 2. USPS 3. Combination of standard vanilla waypoints sentry guard S&D Garrison ect. 4.T800a's tasks 5.VCON 3.0 need to test 6.DAC have not used in a long time? What other AI Behavior scripts are people using which JEBUS?
  18. Yes in Theory but Arma engine is very sensitive and sometimes a combination of scripts mods skins trains can real screw up the coding and things don't work like they should ?
  19. Yes I use the pause when spawning in unit/units into house or building I don't want to have them spawn on me lol Dreadpirate have use used USPS it's very similar to UPS but has a very nice house search parameter that the group will search houses buildings in it's patrol path. It would be a replacement for upmons and ups. Ups units now go into combat mode after a minute or so with no any enemy units presents in the area. http://www.armaholic.com/page.php?id=19299
  20. @Jnr4817 what do you mean. Jebus is not a AI Behavior Script Mod it's a respawning platform that allows you to use other AI scripts for Behavior. Just spawn an AI and if you only give them one Waypoint or no waypoints in theory VCON should kick in and start issuing movement orders to the groups. I don't know if it has some compatibility issues because I never attempted to combine the two before.
  21. @blitzen88 UPS without the noshare parameter the AI will be in combat mode after like a minute. I need to added it so units will partol not in combat and nomal speed. What version are you using ? Also USPS has a very nice building patrol parameter that units will check buildings while on patrol.
  22. @dreadpirate just curious what partol scripts are most people using with jebus since UPmons is mostly broken UPS has issues now with units going into combat mode with no enemies in the area ( fix if you put the the no share parameter) but it makes the patrols less effective now. I know GAIA and USPS works. The other question is will jebus has good compatibility with VCON 3.0
  23. @feddo3000 I know the only way to really know is to setup and see what works and what issues it gives. They is a command code to prevent the script/mod to run on selected groups. What I was thinking is to just add a few extra groups into my missions that will use VCON only to have a wild card in the missions but 90% of the groups will not use VCON by using the command code to prevent it from working so why would it interfer with the other patrol scripts like UPS USPS and MCC GIAI ?
  24. @genesis92x I prefer using the script version because most of the time I play on a open host server with that said. I currently use MCC as a staple with all my missions and multiple AI Patrol Scripts like GAIA UPS USPS JEBUS ect as well as Tradition vanilla waypoints and behaviors all mixed in with in a mission. Will your script work with MCC or GAIA. I know you said it will not work if a group as multiple waypoints.
  25. @Persian MO are you still actively updating the script? I want to report a few bugs. 1. Sometimes AI units gets stuck in the dragging animation and will only get release if the unit their dragon is shot and killed or their shot and killed. 2. Units that go to help revive a down unit will not rejoin their original group and they were will say at the location they healed the other unit. The wounded unit most of the time will return back to its group and formation. I know a few people asked if the player can heal the AI units and you keep saying no. Is this a design choice by you or something in the codes. I understand why the med packs are removed from the downed unit or killed units to prevent the AI from healing itself or hundreds of Health packs laying around the battlefield. I personally like this it makes for better manage of healing wound units during the mission.
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