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Everything posted by Undeceived
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Lord Buchta, tear down this door!
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The flying whale. :D :D
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No - LORD B. (I even don't dare to spell his name out..............) :eek:
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So true! :D :D Did you see them talking about what to do when our agent came in? :D
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Carrier Command............. :................... :............. :D
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Please record it, ok?
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Yes :D Great question! :D
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:rolleyes: Come on, at least he didn't post it like "OMG; ZE TANK IS VRONG!!1!"" ---------- Post added at 07:05 PM ---------- Previous post was at 07:03 PM ---------- "Eastern armies" at the current knowledge is supposed to be the Iran (and maybe others).
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Why are you focussed on Soviet tanks? I other words: Where did you read that there will be Soviet tanks in Arma 3? In other words: It is not a Soviet tank. Check this thread: http://forums.bistudio.com/showthread.php?t=119512 Welcome, mate!
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OP said it right! Additionally, I have 100% trust in BI. They always managed to excellently give reason to the incidents in the Armaverse. The story of the Armaverse in no moment was far-fetched or unbelievable to me.
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:D Nice one! :D
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Did Arma2 makes you discriminate other FPS games?
Undeceived replied to gunso's topic in ARMA 2 & OA - GENERAL
Yes, definitely. Back in the days OFP opened my eyes. Every other FPS I touched had to pass through the standards of Operation Flashpoint. :) And so so so so so many just failed miserably... Of course I also play(ed) other games like Battlefield: Bad Company 2 or Call of Juarez but generally not longer than a week or so. After that the fun was gone and it felt boring. OFP-Arma 2 were games I could play over YEARS which NEVER became boring. What a difference! :) -
Hi guys! I have the following in the condition line of a trigger (the trigger has size 0 and repeats itself): {(Dude knowsAbout _x) > 0.0002} count (units group enmygrp) > 0 If I'm not mistaken, this should activate the trigger when "Dude" knows about any unit of the group called "enmygrp". At least I hope this happens! :D Now my question is: How can I identify WHO THAT UNIT IS that makes the trigger launch so I can use his name to launch a script from the activation line? In other words: I want the name of the detected unit of the group so I can do this with it: [nameofdetectedunit] exec "dude_kills_detected_unit.sqs"; Do you have an idea? Thanks a lot!
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How to identify the _x?
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, I had to activate the area trigger by anyone! Well, I think it will work now. As already said: Thanks a lot! :notworthy: :notworthy: -
How to identify the _x?
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Really, thank you very much, Celery! :) It works like a charm! I only had to remove the word "group" before the "units". And now it works and the trigger activates repeatedly. :) Fantastic!! Can I ask one last quesion (for now)? How would the code look if I want to involve not only one group but all units that are inside a trigger area? I tried 0=[] spawn {while {alive Dude} do {{if (Dude knowsAbout _x>0.0002) then {_x exec "dude_kills_detected_unit.sqs"}} forEach units list triggername;sleep 1}} and 0=[] spawn {while {alive Dude} do {{if (Dude knowsAbout _x>0.0002) then {_x exec "dude_kills_detected_unit.sqs"}} forEach list triggername;sleep 1}} but without success... Thanks, again! -
How to identify the _x?
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, I managed to get it working now. :) The _x unit is recognized and launches the script perfectly. :) Thanks so far! I used the following: Condition line: {(Dude knowsAbout _x) > 0.0002} count (units enemygrp) > 0 Activation line: {if (Dude knowsAbout _x > 0.0002) then {[_x] execVM "engage.sqf"}} forEach units enemygrp; But the problem is now that even with the trigger being set to repeat, it won't activate itself again when "Dude" knows about the next unit of the group... I don't know why this happens. :( Do you have an idea? -
How to identify the _x?
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Wow, Celery, thanks a lot! This seems to be the code for a script file and not for the condition line of a trigger, right? I'll try it with a script then and will report back - thanks anyway. One more thing now: In the best case it would be that I don't need one script for every enemy group but instead one script with your code line that covers all possible units (with help of a large trigger area). Now how would this code look like to work with all units in the trigger area? This way? {if (Dude knowsAbout _x>0.0002) then {_x exec "dude_kills_detected_unit.sqs"}} forEach units list nameoftrigger; Thanks again! -
Sorry but... The Arma 3 forum is full of threads and posts containing lamentations, grumbling and people decrying every single details of the (RECENTLY announced) game that do not conform with their wishes and imagination... I wonder why people are so... "intelligent" and expect A3 to be the all-in-one game of their dreams, which surely has all of their own wishes and requests... Oh come on... :rolleyes: And to go further: Suddenly every minor thing in Arma 2 is extremly bad, voice acting is bad, graphics are bad, AI is bad - but Arma 3 will be the god of games. Or at least you expect no less from the devs! Almost hundreds of posts and threads saying: "This time do this better!!!" "Make that right in Arma 3!!" "For the love of God, do XY / do not do XZ again!!!" "Listen once to us, the community!!" "We expect you to add YX this time!!!" "Change the future setting to present or you might lose me as customer!!" "[Add more bullshit here]" This is so annoying - you guys seem to think that BI announced the game and you have to tell them how to make their game, to give them ideas and make them work because they are just sitting there and doing nothing. Suddenly all the experts rise again who know every small detail and crush down everything that is not the way they expect. And without their "expertise" nothing will roll forward... To be honest I have never seen a community that is so cocky and rude... We have the best developer in the world, I have never heard about a dev that keeps in touch with and takes care so much of his fans as BI does. But it seems that this fact is being ripped off, the freedom is being abused. So as many others already said, please, please: GIVE IT A REST and let them make their game! Be happy that some"thing" like Bohemia Interactive exists at all and that you're not doomed to play Call of Duty and similar games! Btw. I'm not saying this to people who give suggestions or discuss normally! Suggestions are great and I really hope that BI takes them over into the game. It's just the wrong attitude of many here that I consider extremly out of place. If I was one of the BI team this forum section would not be my favorit place. Just because among all the constructive contributions you always have to stumble upon the crap I mentioned above. EDIT: I removed the last part of my post to prevent some smart ass trolling. :D
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Dynamic-AI-Creator (DAC) V3.0 released
Undeceived replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry to mention it again - has anyone else who runs the game with -showscripterrors parameters these DAC script errors I described in my previous post? -
@ OP: Wow!!! That's amazing!!
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Reveal command useless? (AI night combat problems)
Undeceived posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In order to make an AI (e.g. "John") shoot another AI ("Tom"), he will need a knowsabout of minimum 1.4, is that correct? But how can I come up to 1.4 in the dark night? John won't get to knowsabout 1.4 because the AI is blind in the darkness... 1.4 will only be reached if Tom shoots first or runs like a headless chicken in front of John. Now to the reveal command: I made a trigger saying that John reveal Tom when John's knowsabout Tom is higher than 0.01. The problem is that the reveal command will only set the knowsabout to 1.0. Which means that John will continue not shooting Tom because he needs 1.4. Normally, when it is day, the knowsabout will rise from 1 to 1.4 or higher. But in the darkness it won't. That means that it will stay on 1.0, until Tom shoots or moves from his spot. Does anyone have an idea how to raise the knowsabout in the darkness, since reveal won't work in this situation / will only raise it to 1.0? -
Reveal command useless? (AI night combat problems)
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, light sources are not an option for my scenario... But thanks for your ideas. I'm even using NVGs for some of the AI even though it is not a military scenario (it's about civilians). So I use it only to raise their knowsabout... And I remove the NVGs from them as they die. :) About that technique you use: Can you show it to me? I'm urgently looking for something like that and maybe it will help me. I have the following situation: I (the player) have a buddy and he's the one who needs to get smarter in the night. I have a small script that will improve his combat abilities (something like reveal + dofire, etc.) and I want this script to launch when his knowsabout of any enemy unit in a large trigger area reaches 0.0002... :) Summary of what I need: - A trigger area covers all possible enemies on the map - The night-combat-improvement script should launch when my buddy's knowsabout of an enemy reaches 0.0002. - The script will reveal the corresponding unit (knowsabout will be 1 then) and additionally will give him NVGs for a short moment (knowsabout should rise to > 1.4 so that he begins shooting). The problem now is that I have absolutely no idea how to script that. :o Any help would be appreciated! -
Reveal command useless? (AI night combat problems)
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I would say that in this case the 0 will turn into what the knowsabout number is. For example, if the knowsabout is 1.2 and you write 0 = john knowsabout tom, then the 0 will become 1.2 and not vice versa. But it won't work anyway because with 1.2 there is an spelling or syntax error anyway. -
Reveal command useless? (AI night combat problems)
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Unfortunatley doTarget also makes no difference... As a very very dirty workaround I'm using reveal + dofire + even adding NVGoggles for half a second. :D It works a little better, but of course this isn't good at all. Too sad, but the fact that the AI only shoots when knowsabout is 1.4 but the reveal command only sets the knowsabout to 1.0 - it really seems to be a "bug" in the script language - or at least a "feature". ;) Or can anyone enlighten me - would help a lot! Thx! -
Reveal command useless? (AI night combat problems)
Undeceived replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, it isn't possible to set the knowsabout (unfortunately)... This is why I asked if anyone has a workaround or maybe another command (?). But thanks, Igneous!