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Casio91Fin

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About Casio91Fin

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    Sergeant

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    Male
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    Finland

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  1. How could I make this work? _AI_Leader = New_AI_Group createUnit [JalkavakiJohtajat select floor (random count JalkavakiJohtajat), _AI_Spawn_Pos, [], 0, "NONE"]; if (_AI_Leader == "I_officer_F") then {_AI_Leader setRank "LIEUTENANT"; [_AI_Leader, "LIEUTENANT"] call BIS_fnc_setUnitInsignia;}; else they are. _AI_Leader setRank "SERGEANT"; [_AI_Leader, "SERGEANT"] call BIS_fnc_setUnitInsignia;
  2. Casio91Fin

    Random task for AI

    @UnDeaD. i am going to test and yes @mr_centipede is right it must be 6. Thank you, the script is working very well
  3. Is it possible for the AI team to randomly select their own mission? I'm feeling like a terribly long to write the script, because the AI group is created, however, in many cases again. What I’m looking for here AI randomly chooses a task for himself. a list of possibilities for what the AI could do 1. [New_AI_Group_3, _pos_1, 500] call lambs_wp_fnc_taskPatrol; 2.[New_AI_Group_3, _pos_1, 50] call lambs_wp_fnc_taskCamp; 3.[New_AI_Group_3, _pos_1, 50] call lambs_wp_fnc_taskGarrison; 4.[New_AI_Group_3, _pos_1, 50] spawn lambs_wp_fnc_taskCQB; 5.[New_AI_Group_3, _pos_1] call BIS_fnc_taskDefend; 6.[New_AI_Group_3, _pos_1, 1000] call BIS_fnc_taskPatrol; //Jalkaväki for "_x" from 0 to (1 * Multiplier) do { New_AI_Group_3 = createGroup [independent, true]; _AI_Spawn_Pos = [_Pos_1, 40, 160, 10 + random 15, 0, 20, 0] call BIS_fnc_findSafePos; _AI_Leader = New_AI_Group_3 createUnit [JalkavakiJohtajat select floor (random count JalkavakiJohtajat), _AI_Spawn_Pos, [], 0, "NONE"]; _AI_Leader setRank "SERGEANT"; [_AI_Leader, "SERGEANT"] call BIS_fnc_setUnitInsignia; _AI_Leader allowFleeing 0; _AI_Leader setSkill (0.75 + random 0.25); _AI_Leader enableAIFeature ["AUTOTARGET", false]; _AI_Leader enableAIFeature ["RADIOPROTOCOL", true]; _AI_Leader enableAIFeature ["COVER", true]; _AI_Leader enableAIFeature ["PATH", true]; sleep 2; for "_x" from 0 to (2 + (floor random 2 + 3 * Multiplier)) do { _NewAI = New_AI_Group_3 createUnit [JalkavakiSotilaat select floor (random count JalkavakiSotilaat), _AI_Spawn_Pos, [], 0 ,"NONE"]; _AINewRank = selectRandom ["PRIVATE","PRIVATE","PRIVATE","CORPORAL"]; _NewAI setRank _AINewRank; [_NewAI, _AINewRank] call BIS_fnc_setUnitInsignia; _NewAI allowFleeing 0; _NewAI setSkill (0.45 + random 0.55); _NewAI enableAIFeature ["AUTOTARGET", false]; _NewAI enableAIFeature ["RADIOPROTOCOL", true]; _NewAI enableAIFeature ["PATH", true]; _NewAI enableAIFeature ["SUPPRESSION", true]; }; sleep .5; New_AI_Group_3 setBehaviour "AWARE"; New_AI_Group_3 setCombatMode "RED"; [New_AI_Group_3, _pos_1, random 100 + 150] spawn lambs_wp_fnc_taskCQB; };
  4. Casio91Fin

    Help with Custom Loadout

    I don't know if this helps. _magazinePrimary = getArray (configFile >> "CfgWeapons" >> _weaponPrimary >> "magazines"); to _magazinePrimary = getArray (configFile / "CfgWeapons" / _weaponPrimary / "magazines"); Fixed [_x, (selectRandom [ "arifle_MX_F","arifle_Katiba_F","srifle_DMR_01_F","SMG_01_F","arifle_MX_khk_F","arifle_AK12_F","arifle_AKM_F","srifle_DMR_07_blk_F","LMG_Mk200_F","LMG_Zafir_F"]),3] call BIS_fnc_addWeapon;
  5. @pierremgi I'm going to test today - Works well. I tested with artificial intelligence and it works flawlessly.
  6. My coop idea is how players would get fire support for their missions. If there are more than 3 players in a player group then group leader could get a fire support command. (Radio commands 1. artillery, 2. air support, 3.missile attack and something else ) Is it possible to do?
  7. Hi. How should the Defense module be done correctly so that it works properly? I’ve watched videos and read, but I can’t get it to work. And somewhere I’ve read that it doesn’t work anymore is this claim true? If anyone could make it work and tell me how to make it work.
  8. Really good work. Is it possible for the earth to be a map and not the soil material?
  9. i think is best option: I don’t want infantry to swim in the ocean, but for some reason some spawn in the ocean. (better explained)
  10. Can you fix few thing and add? 1. Enemies do not spawn in the water, applies to all inf, light veh, heavy veh, static weapon. 2. light vehicles would also have infantry. (80% chance that there is an infantry ride)
  11. Casio91Fin

    Names of different cities

    😎 Works like a dream
  12. Casio91Fin

    Names of different cities

    now did not give an error, but also no name
  13. Casio91Fin

    Names of different cities

    _TownName = text (nearestLocations [_MissionPos, ["NameCity", "NameCityCapital", "NameVillage"], 200] #0); = "Any"? mission text ------------- (00007FF7B08441D0) ------------------- - -- - - - -- -
  14. Casio91Fin

    Names of different cities

    I do not get to work, even though I am very close to its success
  15. Casio91Fin

    Names of different cities

    Thanks for this, but it only gives me the coordinates. No village or city names. _TownName = nearestLocations [_Mission_Pos, ["NameCity", "NameCityCapital", "NameVillage"], 200]; //had to delete "text" when an error message was received why? mission text ......... ..... ..... ...... ([location namecity at 9188, 15948] = Agios Dionysios ) ..................
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