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praising

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  1. praising

    SOG AI

    I should have written it in caps, my bad lol. Perfect! Hadn't thought to give him some on the few occasions I've seen him run out of mines. I noticed there's seem to be some code to teleport the AI in the heli when they have a "get in order" and they're a close enough from the heli? If so that's definitely a cool idea. Last night they managed to get in a heli that was hovering a couple feet off the ground which they never would have on vanilla.
  2. praising

    SOG AI

    By Lan server I simply meant when one self host a mission in MP. Usually to benefit from the respawn system. The use for the respawn system can be, you got killed while some of your team is still alive. You respawn, grab some new gear some fresh squadmate and launch a BrightLight as a new team to rescue the 1st one. That's how I've been doing it before using your SOGAI anyhow. I understand your reasons. I don't mind losing the respawn possibilty by using SOGAI though, and the end events are actually quite cool. Ok, I have another question about that though which I should have thought of in my previous post. Does the "toe poppers action" only works with toe poppers? Or does it work with claymores, etc? Those planned features sounds great! I hope you get to find a work around the AIs and their inherent disdain for water lol. Thanks again!
  3. praising

    SOG AI

    Absolute masterpiece! I love the attention to details, and the will to make player's AI act like a real SOG team would while removing as much micro managing as possible. Not to mention all the other neat features, punji pits, exploding barrels, tracker dogs... I have a few questions from a mission making perspective: Is it possible to have the respawn system work with this if playing solo but like on lan server? I did try some missions and didn't get any error though, always had the MIA event ending which ended the mission (got my ass handed to me). Does SOGAI affect the player's ai skills and subskills in anyway? And their camo coef and audible coef? For cases where player has editor placed ai squadmates, does SOGAI affect the ai's inventory? Thinking about the tailgunner for exemple, and his toe poppers. Anyway, Thank you for your amazing work!
  4. @DamianBope Hey, I use this line to attach Ace Strobe lights on AIs. [this, this, ["ACE_IR_Strobe_Item"],true] remoteExec ["ace_attach_fnc_attach"]; Hope that helps.
  5. @Irish93 , I was having the same remark to myself not long ago. I was on a Unsung binge a couple months back, just before the cDLC annoucement, and for a while playing I didn't hear the whistles anymore. But I played some more and I'm fairly certain I heard the PAVN whistles again, maybe not as much as they used to. Maybe the rates for whistles and voices sounds have been turned down over the last updates I dunno, that's for the Devs to say. Also if I'm not mistaken you shouldn't need to put the RugDSAI module to have the units speaks, unless you either want only specific units to speaks or if you want to disable it completely. Hope this will help you a bit, until one of the Devs can give you more accurates infos about this.
  6. Damn, Santa Claus is way too early this year. I'm a sucker for Unsung, and I'm really thankful that you guys keep working on this amazing mod and adding new stuff besides fixing bugs and whatnot. I did not expect to see a new Unsung map for Arma3 to be honest. You guys giving us a new huge playground to have fun with is the cherry on top of the cake! And it's based off the Kontum province and the Central Highlands along the border area, which is all I could have hope for, for a new Vietnam map. Anyhow, the new map looks freaking great! I can't wait to build and play some missions on it. Time to cancel everything I had planned for this weekend I guess, lol. You guys are the best! Thanks a ton for your hardwork and for sharing it with the community!
  7. @IndeedPete Played around some more with the script after work, and...Well this time it isn't BI's fault, I'm simply a dumbass who had PIP disabled in my game, of course the LiveCam wouldn't work . It's always disabled on my pc and I had forgotten about that settings, Sorry to have bothered you because of my stupidity. The multiple choice dialog is the most interesting, so much possibilities! Thanks again 🙂
  8. Great script @IndeedPete ! It offers lots of opportunities for mission making. I did some quick testing as I plan on using it in a mission. Everything is working fine for me, except for the LiveCam which I cannot get to work. The dialogues/sentences functions work perfectly, but I get no LiveCam though. I did test the demo mission without any mods to see if one mod could mess with the cam script but even in vanilla arma in the demo mission, I don't get any LiveCam. I checked the RPT too to see if there was any error but couldn't find anything. I didn't see anyone mentioning this issue in the thread so maybe it's on my end. Not sure if you still plan to patch/update the script, and if not, it's okay. It's not to big of a problem not having the liveCam as the rest of the script works still 😉 Anyway, thanks a lot for putting this script together and sharing it!
  9. praising

    Setting up a convoy ambush?

    There's also this one if you haven't already tried it: https://forums.bohemia.net/forums/topic/226608-simple-convoy-script-release/ I recently used this one on the RHS PKL map, and didn't encounter any problem with it. AI drove across the map from north to south without ever getting stuck.
  10. Thanks for the help @TeTeT , I tried it and the code worked pretty much right off the bat. It does exactly what I was looking for! I tested it with an empty vehicle as "radioUnit" too, just to see, and it worked aswell. Those radio chatters and sounds always were a great feature of the mod, I love them! Again, thank you for helping me, you just made my day !
  11. I have a question regarding AI and the "radio chatters" , is it possible to have one AI unit play any of the radio chatters available with the unsung radios with a script command (like with a playSound3D or say3D command) ? I know it's possible to manually activate the radio of an AI unit while in-game, but I would have liked to make it activated/play the sound without needing the player to do it in-game, for "immersion" purposes. I browsed through the config viewer in cfgSounds and tried a bunch of different sound files from Unsung but could'nt find those radio chatters, specifically the "transport channel chatter" and/or the "support channel chatter". Anyway, still having some great times with this amazing mod.
  12. @igame360 This script doesn't record head movements as stated by the OP's in his 1st post. Even if you made the unit turn his head left or right while recording, it would not appear while playing back the sequence because those head movement haven't been recorded. Whenever I've used this script, the units playing the movement/anim sequence turn their heads a bit here and there ( I guess depending on what's around them), but they will mostly just stare at whatever direction their body is facing.
  13. I guess that you didn't change the name of the data in your CaptureData2.sqf and in your play2.sqf . In your CaptureData2.sqf you need to change the name of the data, and do the same for your play2.sqf . Your CaptureData2 should be like this; HLF_moveData2 = [ whatever data you recorded]; HLF_fireData2 = [whatever data your recorded]; HLF_animData2 = [whatver data you recorded]; And your play2.sqf should be like this; _unit = _this select 0; {_unit disableAI _x;} forEach ["ANIM","MOVE","FSM","TARGET","AUTOTARGET"]; [_unit, HLF_moveData2] spawn BIS_fnc_UnitPlay; [_unit, HLF_fireData2, true] spawn HLF_fnc_infUnitPlayFiring; [_unit, HLF_animData2, true] spawn HLF_fnc_infUnitPlayAnim; If you would need a 3rd unit playing aswell, you would name the data in your CaptureData3.sqf , HLF_movedata3, HLF_fireData3,etc... and. And do the same for your play3.sqf Hope that helps.
  14. Did some more testing with this script trying to get the AIS_Medical_Education parameter to affect AI, still no luck. What I've found out is that regardless of how you set this parameter, AI unit that have AIS loaded will be able to revive other AI if they have a FAK or a MediKit in their inventory. If you remove all of their FAKs and MediKits they won't be able to revive unconscious units though so the workaround to only allow AI medics to revive other AI is to remove all of the medical gear from non medic units.Posting this here in case someone else wants to restrict the revive to AI medics only for mission purpose, as I'm not sure if OP still plans to work on the script or not. I have to say I'm quite amazed at the sturdiness of this script so to speak, I mean I've made quite a few changes to it trying to get the desire effect, not really knowing what I was doing, but it practically never broke, lol
  15. Looking forward to explore and discover the new version, seems like there's lot of new stuff to find. Always loved the rice paddies on this map and it's nice to see there will be more rice paddies areas. Great work, top notch quality map!
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