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chrisbaker1981

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Everything posted by chrisbaker1981

  1. chrisbaker1981

    Ambient Light Source

    well this is not exactly what happens all the time, but what does happen is the lights turn on and off as you move around them.. really annoying, not sure what to do.. any suggestions?
  2. Hey, did you ever get this figured out?

     

    I dont see that your initial question was answered, i have the same question, if you have your gun out the enemy should shoot you straight away, if you put your weapon away, they should still shoot you for a set time that you can determine with the sleep value.

    With the scripts in this thread all seem to do checks on if your weapon is in our out, if its in, the enemy ignore you, (setcaptive true)

    if its out you get shot (setcaptive false) but i want a way of doing separate checks on weapon in or weapon out with different sleep values if you know what i mean.. 

    1. Gunter Severloh

      Gunter Severloh

      Chris the dude hasn't been on the forums since 2015, check profiles first on the last time they were on.

    2. chrisbaker1981

      chrisbaker1981

      Lol ok thanks gunter, didn't notice that..

  3. I guess you would have to have 2 checks, one for is your weapon packed away, and a seperate one for is your weapon out.. Instead of one check for is your weapon away, if not then you a target.. Repeating that one check i cant split up the commands in seperate timers. Am i on the right track? The question now is, how to i script a seperate check for weapon out.?
  4. Ah But heres a question, can you make it sleep different values for each check? For an example, I want the check for weapons armed to be much quicker than checking for no weapon. If you take your weapon out, ive set the sleep to less than a second so the enemy ai react quickly. But i dont want them to ignore you as soon as you put your weapon away, id like to adjust that sleep value to a few minutes. Lets say you shoot somone then put your weapon back, it would make sense for the enemies in the area to know about you and target you, but perhaps a little later ignore you again...
  5. Ok figured it out, change secondaryWeapon to handgunWeapon, now it works 🙂
  6. Sorry i was referring to this one, so im assuming you put this in the player init? or in a description file in the mission folder? anyway, i put it in the players init and it works for the primary weapon but not for pistol, if you arm with a pistol only then setcaptive stays true.... ive looked at the code but cant quite figure out how to change it to setcaptive false if the secondary weapon is taken out but not the primary
  7. This only seems to check for primary weapon not secondary, assuming your main gun is primary and pistol is secondary? If i bring out a pistol nothing happens, as soon as i bring out primary then yes, setcaptive false and i get shot... Any ideas on adapting this code to check for pistols as well? or any weapon..
  8. I ended up doing this 1) In my players init I wrote "team1 = group this" 2) In OPFOR squadleaders init I wrote "team2 = group this" 3) On a player activated trigger i put on activation "_stalking = [team2,team1] spawn BIS_fnc_stalk;" I have multiple enemy squads dotted around each activated with a different trigger.. This worked perfectly!
  9. Ive been through so many forums and posts about this topic of enemy AI following players. I still cant get it right, All I want is code in the int of the AI who is to hunt the player. Some of the code i have found works but i cant figure out how to get the AI to constantly update my position so truly follow me. The only scripts i have found give my original position when the game starts and the enemies move to that point then stay there.
  10. chrisbaker1981

    Enemy AI Hunt Player

    Thanks for sending me down the right rabbit hole.. I am no coder so still had to look around for some ideas, eventually ended up with this 1) In my players init I wrote "team1 = group this" 2) In OPFOR squadleaders init I wrote "team2 = group this" 3) On a player activated trigger i put on activation "_stalking = [team2,team1] spawn BIS_fnc_stalk;" I have multiple enemy squads dotted around each activated with a different trigger.. This worked perfectly!
  11. Works like a charm thanks exactly what i was looking for, i just swap the team1 and 2 so the enemy hunt me, and i set it off with a trigger.. Thanks for that
  12. Ok great thanks, gonna mess about with that until i either pull my hair out, give up , or come back to the forums for help..
  13. The problem with this is it only sends the AI to my original position and sets a search and destroy waypoint. How do I make the Enemy AI constantly update to my position so they truly follow me?
  14. chrisbaker1981

    JBOY Turbo Chicken [Updated to V1.2]

    Cool cool... 👍
  15. chrisbaker1981

    JBOY Turbo Chicken [Updated to V1.2]

    Any Chance you will release this as a mod on steam workshop? easier for us stupid people like myself
  16. chrisbaker1981

    Activate Animal Site With Trigger

    Brilliant, Thanks EO exactly what i want, great stuff, thanks Jonnyboy for you mod as well, gonna try that out as well as funnily enough i want dudes hunting fowl at the end... Thanks All
  17. Ok ive sarched for this, and havent found anything. I want an animal site module, chickens in particular, to only be active when i walk through a trigger. Syncing a trigger to an animal site doesnt seem to do anything. Anyone know how to make the animal site active only when a player enters the trigger? The scene - Its night time, I go inside a house at night, i have a fade out fade in, time passes. And its morning, i walk outside and i want to see chickens running around... Thanks 🙂
  18. chrisbaker1981

    Activate Animal Site With Trigger

    Well this looks pretty cool thanks will take a look 🙂 but yea, really need animals to spawn when i want them to, ie in the morning i want the chickens to come out their coop and be roaming around.. Stupid things that nobody playing my mission cares about , except me! 🙂
  19. chrisbaker1981

    Weather Not Syncing In Multiplayer

    SO just simply keeping the forecast precisely the same as the current weather solves this issue, which is fine, so far i havent had a need for weather forecast being different. Thanks Again
  20. Hi Im sure this has been asked before, but why does the weather not sync in multiplayer? Some of my missions are designed around specific weather conditions for atmosphere and style of play. The server sees the weather exactly how i set it up in eden, however the client sees something else. The time of day is correct, but the fog and lightning rain etc is never the same as the server (how its been created in eden) Why is this? Surely the weather values are simply locked by eden? if not then whats the point of having the option in eden? IF you play single player of course it works, in my mind its not even a case of syncing to the server, its a case of the client not having the correct info from the mission. This makes no sense to me! IF the client and server have downloaded the mission then they should both have the same weather parameters that have been set up in eden, same as all the other info in the mission, triggers units etc. Anyone got a solution to this? Hope theres a button that i didnt see in the editor 🙂
  21. chrisbaker1981

    Restrict Ai Movement

    OK so just replacing all the prop mines with mine sites from the sites module, setting them all to opfor owner, that works, just a bit of pain if you knew what else i have synced up with positions of the mines.. I wish you could draw a box for the mine site so you know exactly where they will be not have to keep going in game to see the actual site
  22. Morning, Does anyone know how to restrict AI units from entering a zone? I have mines down and i want the premise that the enemies know where the mines are, of course they keep running over the mines, which is fun but a little silly, they should know where the mines are. I have them following waypoints around the mines areas that fine, but when they spot you i want them to be able to navigate around the mine zones without running straight through them.. Any ideas, can i put an invisible marker down with something in ithe init? To keep all AI units out?
  23. chrisbaker1981

    Restrict Ai Movement

    oh wait do all opfor factions fall uner east?
  24. chrisbaker1981

    Restrict Ai Movement

    Oh dear, i have placed the mines from the props menu, I didtn use the mine site from the sites module. SO nobody owns the mines so nobody can see them. I did read that you can make mines visible to a side. using west revealMine _mine; I am using apers mines and the enemies are RHS russians i think.. So wonder what my code would look like, and where would i put it, in the int of each mine? maybe something like rhs_faction_msv revealMine _apers; I messed around with it earlier and couldnt get it to work, I dont want to have to make inviable barriers either, the ammount of barriers i would have to make would be too many.
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