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1212PDMCDMPPM

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Posts posted by 1212PDMCDMPPM


  1. 1 hour ago, road runner said:

    Again, your preaching to the converted, but at the end of the day, what's the alternative?

     

    Open source the engine ? If each one of us was correcting a small issue (no more black borders in the editor, alphabetical sort of the maps, "signaling flare"...etc), I think A3 would be better at a faster pace than what we currently have.

    • Like 4

  2. Hello,

    it seems that the difficulty setting is affecting the icon color in "high command" mode but I've been unable to pinpoint which settings is affecting it.

    Instead of having the regular bluefor/opfor/indep/civ color, every icons are light blue like this:

    1052516c-81f5-4e97-b83a-3106dfc8ff83.jpg

     

    Can anybody help me ?

     

    Thx !!


  3. I've played with camouflageCoef to decrease the AI ability to detect players during a sandstrom (created through fog and particle use). It's useless once the player is detected but it definitively decrease the ability for the AI to identify the player as a ennemy (or see it at all).

     

    The issue with your script is that the sniper is setCaptive as soon as he's lying and not moving. I think it's too easy to break "aggro" from the AI, even with a 1-3 second sleep.

    Also, not sure if the first comment is still valid:

    https://community.bistudio.com/wiki/setCaptive


  4. Here's a function I'm using to but AI in "rout" mode:

    // rout.sqf
    // input: group of AI to set in rout mode, marker to flee toward to
    // return: nothing
    // effect: for all units of a group: disable all combat behabiour, delete all waypoints, add a WP to a place to flee to
    // dans l'init.sqf, faire:  wz_rout = compile preprocessFile "func\rout.sqf";
    // exemple d'appel de la fonction:  [groupe_att_7_1, "att7_1"] call wz_rout
    
    private ["_grp", "_mkr_flee", "_wp"];
    _grp = _this select 0;
    _mkr_flee = _this select 1;
    
    {
        _x commandWatch objNull;
        _x disableAI "AUTOTARGET";
        _x disableAI "TARGET";
        _x disableAI "SUPPRESSION";
        _x disableAI "AUTOCOMBAT";
    } forEach units _grp;
    
    
    
    while {(count (waypoints _grp)) > 0} do
        {
        deleteWaypoint ((waypoints _grp) select 0);
        };
    
    
    _wp = _grp addWaypoint [getMarkerPos _mkr_flee, 20] ;
    _wp setWaypointSpeed "FULL";
    _wp setWaypointBehaviour "AWARE";
    _wp setWaypointType "MOVE";
    
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