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Undeceived

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Everything posted by Undeceived

  1. Hi guys, as Arma's AI sometimes lets us down, now and then one has to come up with dirty (scripted) workarounds. I want to make an AI to shoot an AT rocket at a tank (everything scripted as it has "ANIM" disableAI'd). So I set the unit up this way: //Take out rocket launcher ws3 playMove "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon"; //As selectWeapon doesn't work as intended for AT-launchers I have to play this move and disableAI "ANIM" to prevent the AI to select the rifle again. ws3 disableAI "ANIM"; sleep 3; //Set unit to face target - horizontally only though :-( _dir = [ws3, target] call BIS_fnc_dirTo; ws3 setDir (_dir); //Fire ws3 selectWeapon (secondaryWeapon ws3); ws3 fire [weaponState ws3 select 1, weaponState ws3 select 2, weaponState ws3 select 3]; And now the obvious problem: As the target is to far away from the shooter, the rocket will hit the ground only. Is there a way to automatically and immediately (via script) make the AI to point the weapon in the right direction, e.g. on a game logic above the tank? This would solve the problem, but I don't know how to set a vertical direction via script - I only know how to set the right horizontal direction (see my code above). Any ideas? As said, I need a scripted (immediate) solution, no "command" commands such as doTarget or lookAt, etc. Two reasons: 1: AI can't move ("ANIM" disabled") - 2: By using these I would again rely on the AI which I want to avoid. Thanks for your help! EDIT: Thinking more about the subject I changed my question rather towards "how to make the AI to aim at a certain point of its aim deadzone".
  2. All in all I agree with you but there are situations that are not flexible and where one can't rely on the AI's behaviour systems. The situation we're discussing here is set in a cutscene. The part with the AT shot is approximately 1,5 seconds long, which means I need the AI shooting and hitting the tank 100% in the right moment. Other than that I'll try out your suggestion with the switch weapon action.
  3. The problem is that selectWeapon (secondaryWeapon unit) doesn't work - I think it's bugged. The AI selects the rifle immediately (or if the AT launcher is its only weapon nothing will happen). This is why you need the ANIM disabled. This way the launcher stays in the unit's hands and you can work with the fire command. I found a dirty workaround of the dirty workaround by appliyng BIS_fnc_setPitchBank to the unit in the moment before the shot is fired. Well, it's a bad solution as the whole body is lifted for a moment. So the main question would be: Is it possible to set the AI to aim at a certain point of its aiming deadzone?
  4. Hi Psycho, I have a suggestion: In an older version of the AIS I loved the possibility to activate reviving for only certain units (unit names). Now, in the latest version, we can only choose players, blufor, opfor, etc. Is there a way to just put unit names in the setup script and the script works for these only? Thanks.
  5. Undeceived

    Laws of War DLC Feedback

    Completely agree. The only small point I would criticize in the campaign (it's a rather technical one) was
  6. What you describe sounds like the disableAI "ANIM" didn't work. Try to write instead of this (without the _ ). If I'm not mistaken, right now in your code this "this" is not defined. To refer to the spawner, you have to use _this (like you did in line 8).
  7. Undeceived

    "Internet" in A3?

    I also tried to click the links at the top immediately. This is a great idea! Would it be possible too to lay invisible buttons over these links in the article functions and make them open another article / web page?
  8. Undeceived

    Laws of War DLC Feedback

    Man, if Miller... EDIT:
  9. Undeceived

    Laws of War DLC Feedback

    Finished the campaign now. Oh, and reading Scott Alsworth so many times in the credits I know now why there's no Resist 2 yet. ( @Kydoimos) Good job, mate. Ah, now I get it.
  10. Undeceived

    Laws of War DLC Feedback

    Huh, what do you mean here? All in all I can only agree with Rydygier, this DLC is amazing. The campaign (still playing it) really is fantastic and well done in terms of storytelling and design - at last we again got a full-packed story driven campaign! Many details to digest, great atmosphere and great embedding and references (in)to the rest of the Armaverse and its timeline. Well done, Amsterdam guys!
  11. Undeceived

    Laws of War DLC Feedback

    One thing that immediately attracted my attention: PROPER CUTSCENES! Not those boring "walk in" conversations in first person. Nice, BI! Ok, continuing playing....
  12. This isn't necessarily an Apex-related question, but... How do I config the customizable (middle) spotlight main menu button so that it, when pressing it, leads to the singleplayer scenario menu and "clicks" resp. highlights a certain mission? In my config.cpp (as seen here) I have this code for pressing the button... action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 149);"; ...and wow! :o - it seems to open display 149, which from my noobish perspective is the campaign menu. But I want the SP scenario menu and (if possible) a certain entry (mission) in there. What is the right number / ID for this menu? Thanks for your help!
  13. Yes!! Another story with poor bastard El Cojon! Absolutely looking forward to it, johnnyboy! Last Tango in Bagango was legendary! I remember myself lying on the floor laughing at that outro scene. Also excited to see your dog script embedded into the mission. If you need beta testers, I guess you know the right place, right?
  14. Guys, please help me... After some months not touching this mission (it's part of a campaign), today I try to load it and immediately Arma crashes with this error: 0xC0000005_-_ACCESS_VIOLATION. It worked without a problem before. Could you please try to open it in 3Den to see if it's broken for you too or if it at least opens and tells you that you need addon X, addon Y, etc.? The latter would be the sign that it works for you. Oh, you need CUP to open it. Mission download at OneDrive If it's broken for you too - any idea how to fix it? The problem seems to lie in the mission.sqm as I tried to remove all other scripts and stuff, but no luck. Any help would be much appreciated, as I have spent a lot of time on this. Thanks!
  15. One thing that came to my mind are black painted user textures. But if I remember correctly light shines through them (even though maybe there is a way to prevent that...).
  16. You're right here and I have only found it by coincidence. Thanks a lot for your support, guys! I hope I can release my CUP campaign anytime soon. Still need some assets, but I already saw that some have arrived in the meanwhile. Thanks for your work, CUP team!
  17. Yay, I found the (one) guilty code line! Thanks a lot to all for their participation! If not for you I'd not have found it. @AZCoder, I downloaded this program you said (BeyondCompare) and compared the "original" sqm to your new one. There I saw that one class name was corrupt. Instead of being class item1014 it was class IteCUP_sgun_M1014 Looks like a code replacing issue (in order to not waste years by manually replace code I let Notepad++ do that for me in one round). BUT as I said, I never would have found that if not by your help, even though it was a coincidence because BeyondCompare only showed the line because you somehow were able to open the mission and save it again. A thousand thanks! PS: Of course this means that all CUP class names, etc. are ok.
  18. Hi guys, could you help me? I tried to load a mission in 3Den of a campaign I have ported from Arma 2 which I haven't touched for some months. But as soon as I click on Open, the game crashes with an error. I opened a thread on this here. My question is: That CUP stuff in the class AddonsMetaData in the mission.sqm files - are these names of the CUP addons? I'm not sure about that as I searched in the CUP folders and didn't find many of them (e.g. CUP_A2_EditorObjects, CUP_CAMisc, CUP_A2_EditorObjects, etc.). I found others though, like CUP_WheeledVehicles_LR.pbo Or could it be that these names were changed in the latest CUPdates? That would clear it up and I could just correct them. If you could point me in a direction, that would be great! Also if you have another idea on the issue itself (see my thread). Thank you!
  19. As the RPT returned Wrong color format I did what y-shin recommended in this post. Then the game CTD again, but the RPT at least gave me a list of all missing addons. This is again a progression, even though a small one... Still being in the dark.
  20. It's a mission of my campaign Black Lands which I ported to Arma 3. I think I touched it (and the rest of the missions) in May or so. But all of them were openable yesterday, except for this one.
  21. Ok, I think we're getting closer. I again removed the contents of the class AddonsMetaData in the mission file, but this time only the CUP stuff, nice and clean. Left the official A3 stuff in there. Now it didn't CTD but opened the map with the ingame error "Error when loading the scenario". And the map is completely empty. So @HazJ, this points in the direction you mentioned in your post... (changed CUP addon dependency names) EDIT: This is what the .rpt says when I try to open the mission 21:44:08 Wrong color format
  22. Damn... Thanks for testing it, EO.
  23. Hello guys. I tried what you suggested but unfortunately the problem seems to be bigger than that. What I tried: In mission.sqm remove the content of addons[]= {}; Additionally remove the content of the class AddonsMetaData Merge the mission into a new one. I even created a completely new file (thinking that maybe the file itself is broken and not the content ) All of these cause an immediate crash to desktop with the above mentioned error. I'd be happy if the mission at least opened and told me that addon X, addon Y is needed. But this doesn't even happen. Any more ideas? Could anyone download it to check it in their game? I'm a bit desperate here... Any input is welcomed! @HazJ @jshock
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