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RCA3

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Everything posted by RCA3

  1. Changelog: v2.5.1 - Fixed: Animals were still being evaluated. Tweaked: Minimum scan radius reduced from 50m to 25m. Tweaked: Minor tweak to "bounding box" search. Changelog: v2.5.2 - Tweaked: Oncoming traffic vehicle rotation is now < 30º, more is considered crossing. Gives vehicles more time to cross. Tweaked: Followed vehicle's angle and rotation is combined to find following angle. It should reduce number of overtaking occurrences. Tweaked: Smoothed slow down/speed up when following vehicles. Tweaked: Minor tweak to vehicle versus men speed. Tweaked: Scan radius. Changed: Passed a few math operations to pre-processor #define. Added: Optional vehicle variable "AIDCBBOXWIDTHCOEF" to define "bounding box" width. Added: Detection of all three military gates "Land_BarGate_F", "Land_BarGate_01_open_F" and "Land_RoadBarrier_01_F".
  2. RCA3

    AI groups spawn

    Try deleting and rewriting line 23. Post the code again.
  3. RCA3

    AI groups spawn

    You just copy/pasted same thing again... I can't see what you changed. Oh no, you just placed some things on the wrong place. Well, _allteams you should add before the while loop because you don't need to keep redefining it. Second, you need to define each team inside _allteams as you see fit, that's just one example. You can add units from here: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EAST Third, you did this wrong: _attackgroup = [_safePosition, EAST, _allTeams] call BIS_fnc_spawnGroup; Should be _attackgroup = [_safePosition, EAST, _randomteam] call BIS_fnc_spawnGroup;
  4. RCA3

    AI groups spawn

    Define your teams after waitUntil {player == player}; One array per team, as many units and teams you want: _allTeams = [["O_Soldier_SL_F", "O_Soldier_AR_F"], ["O_Soldier_AAT_F","O_Soldier_A_F","O_medic_F"], ["O_soldier_M_F","O_Soldier_AT_F"]]; //Here are just 3 teams with 2 and 3 men each. Put this before _attackgroup: _randomTeam = selectRandom _allTeams; Replace: ["O_Soldier_SL_F", "O_Soldier_AR_F","O_Soldier_GL_F","O_soldier_M_F","O_Soldier_AT_F","O_Soldier_AAT_F","O_Soldier_A_F","O_medic_F" ] With: _randomTeam PS: Is not always a new team but random each spawn.
  5. Oh you are right, I misread, sorry. The vehicles collide head on because I found it best to not mess with their speeds once other vehicles are not coming from the side, or are not facing forward. Why? Because AI has to find it's own path and could eventually end up stuck otherwise. That only happens when there's too much going on though and on straight road oncoming traffic behaves pretty well. I might take a look at that down the road and try and figure out a way of them not getting stuck but as I said, AI has to find it's path anyway. PS: I misread because I had been editing vehicle/pedestrian relation only so you caught me by surprise 😛
  6. 🙂 Appreciate the challenge, it's just a bit out of my range i'm afraid. As far as I know, Arma path finding is not open to the public (I might be wrong though) thus being so hard to edit.
  7. @kremator The entire purpose of the script (pedestrians side) is to stop exactly that. They should slow down first and stop when men are near (now even at 360º). You deduct that from the video or you tested it yourself? If you tested it, beware that speed will always be the enemy of this script, a man running full speed dead on onto a vehicle at full speed will probably result on a kill. If you say that from the video, all I see is them running over people when they are reversing, and that is beyond my control. ForceSpeed apparently only works forward.
  8. Changelog: v2.5 - Changed: Vehicle versus pedestrians speed is now dynamically calculated. Removed: Pedestrians's military/civilian discrimination. Removed: Pedestrians's on/off road discrimination. Added: New server key.
  9. Changelog: v2.4.1 - Added: A 360 degrees "bounding box" around vehicle which detects pedestrians and stops the vehicle. Tweaked: Increased/improved pedestrians overtake speed. Tweaked: Minor tweak to scan radius. Fixed: Gates being detected outside of range. Fixed: Animals were being evaluated as men. Changed: Script version installation and respective notes. Download: https://drive.google.com/open?id=1G5kEv3umjMCP0zRmkOWn5VXAr504WfOt This shall be a legacy version as it will be the last (for now at least) with micromanagement versus pedestrians (read v2.5 changelog).
  10. Hi, I'd suggest you slowly explain each step you're trying to accomplish because you seem to have too much going on at once. Tackle one problem at a time (with our help); use paragraphs on your description (not a wall of text) so it's more readable. allPlayersmy, MyPlayersCount <- these are variables the author designated himself. Always start from here: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 As for your question I don't think it's possible.
  11. Changelog: v2.4 - Added: New timeout system which starts only if crossing vehicle ahead is not moving. Results in much smoother traffic. Fixed: Oncoming traffic was being evaluated as crossing (delaying traffic). Oncoming traffic vehicle rotation is now <45º, more is considered crossing. Released: Script version. Added: New server key. - - To show you how much this version is improved I made you two new videos (enjoy, particularly the vehicles only demo): Also the script version is released: License slightly updated to allow uploads. Details inside the folder. Installation instructions also inside the folder. It's working with Zeus, single player and dedicated. For other spawning scripts there's instructions also on folder but it's just: null = (vehicle) execVM "aidrivingcontrol\init.sqf";
  12. Hi, I use Engima myself and the addon picks up the vehicles normally. I just use this line on parameters: ["ON_UNIT_CREATED", {(_this select 0) limitSpeed 70}]. The addon does the rest. What problems are you getting (this were pretty much only performance issues fixed lately)? Script version is already written and soon to be released along with new addon version (with much improved traffic). It will add 1 second loop to check for new vehicles from Zeus, Engima, etc. so it will also work for you.
  13. Changelog: v2.3 - Changed: Passed main function and parts of code to CfgFunctions. Changed: Code optimized when vehicle is stopped by vehicle/man ahead to ~0.19ms (benchmark) no matter how many vehicles/men around. Changed: Optimized vehicles array sorting. Changed: Vehicles stop on initialization while scanning for bargates. Changed: Engine off on idle moved to separate FSM resulting on optimization to ~0.37ms (benchmark) for 10x men/cars scan. Tweaked: Optimized main branch. Fixed: On road vehicles were evaluating offroad vehicles. Removed: Unnecessary BIS_fnc_getAngleDelta call removed. Removed: Duplicated getDir removed. Tweaked: Front buffer increased by 5 meters. Tweaked: Give way right traffic timeout decreased back to 10 seconds. Added: New server key. Edit: v2.3.1 - Hotfix: FSM was running on every vehicle's passenger.
  14. Let us know if you succeeded or not. If I can't help you someone else will. Cheers.
  15. Multiplayer only, one or no last player standing: Single player only, one or no last player standing: No alive units on east and guerilla side (use one side only if you don't need both): Try combine both if you need (with && ofcourse).
  16. Tested, both "B_crew_F" , "B_T_Pilot_F" and west sides are being excluded: (allUnits findIf {alive _x && !(isPlayer _x) && !(typeOf _x in ["B_crew_F", "B_T_Pilot_F"]) && side _x != west}) isEqualTo -1 && (allPlayers findIf {alive _x && !(typeOf _x in ["B_crew_F", "B_T_Pilot_F"]) && side _x != west}) isEqualTo 0
  17. Hey, canUnloadInCombat setUnloadInCombat ? You might also need: { unassignVehicle _x; [_x] orderGetIn false; }forEach assignedCargo (vehicle);
  18. RCA3

    Random Flagpole Teleport

    Have you tried with parenthesis? this addaction ["OG Castle","_this#1 setpos (getmarkerPos (selectRandom ['Rock', 'Stone','Corner','Main']))"]; Are "Rock, Stone, Corner, Main" markers?
  19. Can't use local variables inside waypointStatements. _Vehicle Try with the vehicle's editor name.
  20. RCA3

    F.O.B.

    https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 https://community.bistudio.com/wiki/getMarkerPos https://community.bistudio.com/wiki/ATLToASL
  21. First read: https://forums.bohemia.net/forums/topic/172957-radio-trigger-deactivate-or-reset/ Then consult: https://community.bistudio.com/wiki/setWaypointStatements Now, for doing this in the Eden editor you are going to (i'm not on Arma so beware): Alpha Group Leader's Init: GOALPHA = false; Trigger: Radio Alpha [Repeatable] Condition: this && !GOALPHA On Activation: GOALPHA = true; On Each Waypoint: Condition: replace TRUE with GOALPHA On Activation: GOALPHA = false; Credits to terox for giving the correct answer to the overall dilemma. It should work somewhere along those lines (might be missing some quotes or something) , but I didn't tested it so let us know. It's a good idea you got there 🙂 👍
  22. I get it now, thank you. It works awesome, I really like the realistic effect of the weapon kicking back and as you say it's different for weapons and stances. On other note, I looked at the pbo just out of curiosity and learning purposes, I hope you don't mind, and noticed CBA is a requirement? You might want to mention it.
  23. Yes, you're right, unnecessary check please remove it. I had that from another script i have here. The only thing it does is remove the action from the action list when you select a unit.
  24. You can use one part action as well and it will look even better. init.sqf assault.sqf
  25. Correct me if i'm wrong but you won't be able to execute action on multiple units. Problem: addAction to player <- select a group unit, your action disappears replaced by that unit's actions. addAction to units <- select one unit, you have the action for it; select multiple units, the action disappears. My suggestion: Use teams and two multipart actions. Point to a building, choose "Assault Building", available teams show up for 10 seconds and times out back to assault option if none is selected. init.sqf You can play around with addAction/removeAction if you don't want the "condition is evaluated on each frame in non-scheduled environment" work but it's a pain. assault.sqf Use the result from _units Cheers, Good luck.
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