Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

17 Good

About Soapbox0331

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Soapbox0331

    Modify Hunt_players_fnc

    @jazzraill I am probably doing something wrong on this, but AI closes with me.
  2. Soapbox0331

    Modify Hunt_players_fnc

    Wow, thanks @jazzraill! I will check as soon as I can tonight. This is ok to run On Activation in 2nd waypoint as I have been doing with the prior version?
  3. I may be asking too much of the ARMA AI here, but I wanted to run this by the experts here. I am still searching for a way to have Ai hunt players but avoid contact...like an AI anti-recon tracker keeping tabs on a recon team, both elements seriously trying to avoid contact. I have used the below code (from @opusfmspol) in the unit's 2nd waypoint, which works, and thinking easier to get the desired effect than BIS_fnc_stalk. I was hoping there was a way to modify this to do the following: 1) When AI is within 200m of nearest player, executes a MyScriptHere.sqf. 2) AI moves back to a waypoint 300m from the direction they came from (so if approached player from the south, move south). 3) Hold at that waypoint for 5 minutes and then start the hunt again. Any ideas? if (isServer) then { _null = this spawn { Hunt_players_fnc = { _player = objNull; _players = +(allPlayers - (entities "HeadlessClient_F")); _distance = 100000; { if (alive _x && _x distance (Leader _this) < _distance) then { _distance = _x distance (Leader _this); _player = _x; }; } foreach _players; if !(isNull _player) then { _wp = (Group _this) addWaypoint [getPos _player, (50 + (floor(random 100)))]; _wp setWaypointStatements ["true","_null = this spawn Hunt_players_fnc;"]; _wp setWaypointType "SAD"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "LIMITED"; }; }; _null = _this spawn Hunt_players_fnc; }; };
  4. @pierremgi Works like a charm! I'm a real fan of your MODs...thanks again!
  5. Hello all. New to scripting and trying to baby-step my way through an event handler to get this: In MP/dedicated any player placing one of these two types of claymore mines from SOGPF ("vn_mine_m18_x3_ammo" OR "vn_mine_m18_x3_range_ammo"), a white phosphorus grenade ("vn_m34_grenade_mag") attaches to the placed mine object, and when claymore mine is triggered/detonated an additional detonation of "vn_m34_grenade_ammo" takes place at same location. I was thinking this starts with a player addEventHandler, maybe player addEventHandler "Fired", but looking at other EH types, wondering if it's better to use "Explosion" or even "Activate" (not sure if that is applying to mines). Any help/education is appreciated.
  6. @RydygierThanks for this, most helpful to me as a beginner to scripting.
  7. Soapbox0331

    Herne The AI Hunter Script

    Sorry, Hand to Hand combat...looks like the WebKnight's Zombies and Creatures uses the Improved Melee System.
  8. Soapbox0331

    Herne The AI Hunter Script

    I am excited to use this script! @Gunter Severloh from your video, what MOD gets you the FIA Zombies and what HTH are you using?
  9. Soapbox0331

    Herne The AI Hunter Script

    Thanks for these scripts. 1) Any issues using this on MP dedicated server? 2) Is there a way to keep the AI from closing with the players beyond a certain distance? For example consider AI recon element tasked to shadow players, so in tight terrain, for this example, not close to within say 150m of a player?
  10. Soapbox0331

    Remove Item from Inventory

    Thanks @Maff, I actually have a test set up...will let you know how it goes.
  11. This is very helpful. Is there a way to make this available for unconscious BLUFOR (west) only? I think now it recognizes any unconscious. Also, does this work for for MP dedicated (running from initPlayerLocal.sqf)?
  12. Soapbox0331

    Remove Item from Inventory

    How should I be using removeItem in MP, dedicated?
  13. @Harzach Along this same line, would like to add the opportunity to place defective ammo on dead AI. I have an ammo can with this: [ this, "Draw bad ammo", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {player playMove "AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon";}, {}, {AmmoDrawn = true; publicVariable "AmmoDrawn"; hint "ammo drawn";}, {}, [], 2, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0]; BadAmmo.sqf: addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if ((faction _killed) == "CIV_f" || faction _killer isEqualTo faction _killed) exitWith {false}; [_killed, "Plant bad ammo", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", "_this distance _target < 3 && AmmoDrawn", "_caller distance _target < 3 && AmmoDrawn", {player playMove "AinvPknlMstpSrasWrflDnon_Putdown_AmovPknlMstpSrasWrflDnon";}, {}, {hint "ammo planted";}, {}, [], 2, 0, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, _killed]; }]; 1) If I have [] execVM "BadAmmo.sqf"; in initServer.sqf, does it run as soon as AmmoDrawn = true? Or am I running that script from the addAction on the ammo can? 2) Also to confirm, using the publicVariable "AmmoDrawn", new joins (JIP) will have this option once they join?
  14. Thanks for the clarification @Harzach, that is very helpful...I was struggling with the role of init.sqf for MP.
  15. Thanks @Harzach Forget that it exists. What is appropriate for the init.sqf...if anything?