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About KennyTheLiving

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  1. Hey guys, I would appreciate if someone could explain the lines in this init. {this disableAI _x} forEach ["ANIM", "AUTOTARGET", "FSM", "MOVE", "TARGET"]; this setBehaviour "CARELESS"; 0 = this spawn {waitUntil {time > 0}; _this switchMove "Acts_carFixingWheel"; _this say3D "Acts_carFixingWheel"; _animEH = _this addEventHandler ["AnimDone", {(_this select 0) switchMove (_this select 1); (_this select 0) say3D "Acts_carFixingWheel"}]; _this setVariable ["BIS_animEH", _animEH]; _killedEH = _this addEventHandler ["Killed", {(_this select 0) removeEventHandler ["Killed", (_this select 0) getVariable "BIS_animEH"]}]; _this setVariable ["BIS_killedEH", _killedEH]}; removeHeadgear this; removeVest this; this unlinkItem "NVGoggles"; this addGoggles "G_Lowprofile"; removeBackpack this; removeAllWeapons this
  2. KennyTheLiving

    [MP][CTI-COOP] Liberation (continued)

    @Wyqer Hey, sorry, I didn't get the chance to thank you for your help. I did everything you recommended and put into every init this line (No quotes) "this setVariable ["KP_liberation_preplaced", true];". However the FOB does not save anything when I delete these objects in eden and re-export the mission. I was wondering if you might have suggestions as to why it doesn't work. Update: Never mind, I made a mistake combining two options!)
  3. KennyTheLiving

    [MP][CTI-COOP] Liberation (continued)

    Just wanted to follow up on my question about ambient AI. I would appreciate if you can help. I really want to have all those ambient units at base (I have no friends :D), walking around and so on. I was wondering if there was anything that can make all these units being like a part of the map, a simple object per se, but being able to perform their respective waypoints. Or maybe there is a possibility to change the detail of these units and make it somewhat simple. Lastly, I suppose you wound know how the ai works in A3. Is there a way to make the AI completely unable to think? What i mean is, making some units completely obedient to orders of the commander.
  4. KennyTheLiving

    [MP][CTI-COOP] Liberation (continued)

    @WyqerFirst, thank you so much for the piece of art that today's Liberation is. I have only tried it for the first time a couple of days ago. I would like to ask you a couple of questions if you don't mind. Is it possible to add functional Fob building, storage and other buildings in Eden editor before you repack and execute the mission? To clarify, I would like to start off with a fully custom Fob built in Eden/ in addition, is there any possibility of increasing performance at base where I have around 30Ai performing various different animations? (this question is secondary) Is it possible to change the required building range, that is the radius around the green dummy which must not have any obstacles? I have found it somewhat annoying whilst playing solo? Is it possible to add functional resource crates through eden? For example in a custom base where I want to have a lot of resources at different storage units around the Fob. Lastly, is it possible to enable zeus placement and removal while playing solo? Thank you for your time
  5. First of all, this is a long, essay style question on how to use init fields in eden editor, if you are unfamiliar with it, you might not want to waste your time reading this. Disclaimer: I am an utter noob and know nothing about .sqf scripts (if you are to answer one of my questions, please consider me an idiot) Dear all, thank you for stopping by and I hope you can help me. I am planning to create a dynamic airport base with the following features: Four fixed wing aircraft taxing, taking off, loitering, landing and repeating their tasks indefinitely. The question is as follows – Having tried move waypoints with various limitations (e.g. flyinheight, forcespeed) and configurations, I was unable to make an aircraft piloted by an AI to taxi successfully to where I want it to. Please advise on the step by step how can I achieve this goal. Next Numerous groups of units moving around the base according to their respective waypoints and occasionally initializing BIS_fnc_ambientAnimation function (at various waypoints throughout the base. I have been able to initialize the ambientAnim command at a waypoint and cancel it with addaction on a player (trigger condition Playername_AddActionName and On Activation call BIS_fnc_ambientAnim__terminate;). Ideally, I would like to have a trigger which, whenever a unit/units approach their respective waypoint, triggers the animation for a certain duration of time and then cancels it (so units can move onto the next waypoint). A convoy of 5 vehicles containing around 5 units each going in/out of the base. The problem here would be that I would like the convoy to look as a presidential convoy would. So, Convoy drives up to a building entrance, armed personnel get out of the vehicles (except for drivers) and only then, the civilian AI gets out and walks to the building. After about 5 minutes, I would like that civilian to come back, get into the vehicle and the convoy shall drive off (and repeat). The biggest issue I have is controlling how the armed personnel gets out. Shall I do it with triggers for presence? How do I make them get out before the civilian and wait? How can I then make the civilian get out? Lastly, I understand that this may be too much, I would like to have a constant tower defence going on in the background. For example, I have a well-guarded base which is being constantly harassed by the enemy. The units at the base have their animations toggled on and off (refer to question 2), if these units were impossible to kill, how would I let them engage combat, kill the enemy, and return to their respective waypoints and continue on their path?