gitrinec
Member-
Content Count
34 -
Joined
-
Last visited
-
Medals
-
Spawn a single unit and move them into a vehicle
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This bus I am using has an x,y in the rotation and no Z -
Spawn a single unit and move them into a vehicle
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to take a position such as 3238.332,6685.015 and use that to send a unit to it instead of creating a marker at the location and then sending them there? -
Spawn a single unit and move them into a vehicle
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's weird that it works though, I took the values from Rotation in the Attributes of a vehicle I placed to get them originally. -
Spawn a single unit and move them into a vehicle
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I wasn't sure if the size was needed for anything. So would this be how you would do the position then? _veh = createVehicle ["CUP_C_Bus_City_TKCIV",[3238.332,6685.015], [], 0, "NONE"]; Sorry, I left the use of _direction out of the code. Is the direction not needed if you have the position? It does put the vehicle facing the correct way. _veh setDir _direction; I guess a bad typo messes up everything with unit creation, thanks! -
Slide an object across the ground
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is for a vehicle, sorry for such a late reply, was away from editing for a while. The idea was to have a vehicle moving upside down and sliding on its roof. -
gitrinec started following Make units aim properly at target during animation, Spawn a single unit and move them into a vehicle, Recommended terrain size for vast mountainous terrain? and and 3 others
-
Spawn a single unit and move them into a vehicle
gitrinec posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to spawn a vehicle and assign an ai driver at the same time but I have had an issue with making the unit spawn into the vehicle. So far this is what I've tried. I tried "NONE" as well for the create group. The Bus spawns correctly, just no driver at all or in the bus. private["_position","_direction","_veh","_texture","_civgroup"]; createMarker ["Bus_Spawn",[3238.332,6685.015]]; "Bus_Spawn" setMarkerType "Empty"; "Bus_Spawn" setMarkerSize [20, 20]; _position = getMarkerPos "Bus_Spawn"; _direction = 5.994,359.713,357.128; _veh = createVehicle ["CUP_C_Bus_City_TKCIV", _position, [], 0, "NONE"]; _veh setVehicleVarName "Bus1"; _civgroup = createGroup [civilian,true]; _BusDriver = "C_Man_UntilityWorker_01_F"; _tempBDriver = _civgroup createUnit [_BusDriver, getMarkerPos "Bus_Spawn", [], 0,"CAN_COLLIDE"]; [_tempBDriver] joinSilent _civgroup; _tempBDriver assignAsDriver _veh; _tempBDriver moveInDriver _veh; -
Recommended terrain size for vast mountainous terrain?
gitrinec posted a topic in ARMA 3 - TERRAIN - (BUILDER)
What would be a good size for a vast mountainous terrain landscape, would 8192×30 look ok. It's around 51800 km2. So guessing I have to make it larger to fit in at 60398 km2? Or does 8192×30 look too blocky? -
Is it possible to keep an object next to the ground and move it. Not a setpos but where you can visually see it moving. Not, walk or drive, etc. Would you have to attachto and hide a different object?
-
Ya, I had one of the ai units hovering in the air , but that one was unneeded , so I just removed the attachto for it, but I noticed that even after detaching one unit from another, if I have a different unit setdir towards the supposedly detached unit, the unit looks at the previously attached unit and not the correct unit.
-
If you use a domove command on a unit to an object's position, how close will they get before stopping. Is it possible to domove on a unit to place them at a vehicles door but not get in the vehicle.
-
How long does the detach command take to complete, I'm noticing it tends to not be immediate?
-
Make units aim properly at target during animation
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So this seems promising, I found it as a Arma 3 feature request . Maybe it's just me but my AI seem to hit the target more. The poster of the code Leopard20 mentioned that it wouldn't allow the AI to aim up and down. Can you see if this makes your ai hit anything? I didn't use it exactly as it was, just added it in my code. https://feedback.bistudio.com/T144528 [] spawn { _lastDir = 0; aiTarget disableAI "ALL"; ai setSkill 1; ai disableAI "MOVE"; ai doWatch aiTarget; ai doTarget aiTarget; aiTarget allowDamage false; _time = time+3; waitUntil { ai playMoveNow (["amovpercmtacsraswrfldl", "amovpercmtacsraswrfldr"] select _lastDir); ai forceWeaponFire [currentWeapon ai, currentWeaponMode ai]; ai reveal aiTarget; if (time - _time > 3) then { _time = time; aiTarget attachTo [ai, [0, 5, ([2, 5] select _lastDir)]]; }; _lastDir = 1 - _lastDir; ai setAmmo [currentWeapon ai, 10]; sleep 0.3; false } }; -
Make units aim properly at target during animation
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't have an invisible target but an actual target with reveal, dotarget, commandtarget, dofire, lol . Also DisableAI "FSM", setUnitPOS "UP" is set. Though I did see them one time actually turn some but then they shot one of their own , lol.. I did notice in 3DEN enhanced there is a option to disable weapon aim . - attribute to disable weapon aim for AI units.. the usual _unit disableai "WEAPONAIM" - no weapon aiming. But enableAI "WEAPONAIM" didn't change anything. -
Make units aim properly at target during animation
gitrinec replied to gitrinec's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm doing this with it, but as you are aware they just shoot straight. Even using _unit disableAI "PATH" over _unit disableAI "MOVE" doesn't change anything. But so far I'm able to keep them shooting in a line while walking. But looks awful when there is a wall behind the object they are shooting and they mostly just hit the wall. -
Make units aim properly at target during animation
gitrinec posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to keep a unit fireing at an actual target during a walking animation , they are firing with forceweaponfire but just straight ahead , not aiming. Also what's the smoothest way to break out of forceweaponfire?