Blanco
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Everything posted by Blanco
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This script puts units in a defensive crouch position. This will make them more effective when you put them behind windows or other obstacles (trenches) To execute the script: 1. -Set up east/west/resistance present triggers to specify enemy units with the following conditions:- -East/West/Resistance present (whichever side is to be considered the enemy of the side using the AIcover script) - Once - Name : whatever you like. (eg : eastunits) - Size and shape to cover the entire mission area - Condition : this - On Activation : 2. - Place a group or individual unit on the map (you don’t have to name it) - Put every unit in the desired position and direction. - Every unit MUST have “None†selected in the special menu! 3. Run the script by following parameters (in the init field of one of the units of the group) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[“initâ€,this, name of the trigger for the enemies] exec “Aicover2.sqs†Example : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[“initâ€,this, eastunits] exec “Aicover2.sqs†Note : Don't give the group or unit any waypoints. Recommended but not required : Sanctuary's animation pack 1.7 All players on the server MUST have the anims or OFP will crash) The Sanctuary’s crouch animation is much more stable (in terms of balance) than the BIS version. Each time a unit stands up or turn  he will shuffle a few centimeters to the left or right. This can cause serious trouble because the unit will end up next to the obstacle or window after a while! Actually, I strongly recommend Sanctuary's anims, I had much better results with them. The script was not tested in MP, but I really really really hope it works because AI units are far to stupid to fight against them. Please someone, test this in MP! AICover2.0 demo
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Lol, it's been a very long time since my last visit here. The first topic I check and I read someone is using my searchlight script. Nice It's the only scrip I wrote for Arma. Nobody improved it yet? The LOS perhaps? Unfortunate, I can't play your mission cos Arma is not installed atm, maybe I will one of the days.
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Damn, I like what I see so far Graphics look better then OFP2 imo, but I hope I can run the game with a decent framerate this time. For me, 25fps is not fluid. - AI can strafe and lean, this will make a HUGE improvement! - I also like the new context sensitive command menu. But I don't like the look of it. Why do they use such big fonts? It could be a bit more subtile, no? Lots of things I'm pleased with. Actually, to much to mention...
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Operation Flashpoint 2 officially announced
Blanco replied to imported_bör's topic in OFFTOPIC - Games & Gaming
Cool! Glad to see there will be multi-staged building destruction. It's not real dynamic destruction tho but I think it's a bit too early to see this in a videogame. I mean... when the enviroment changes all the time the AI should recognise it and use it. With multi-stages destruction, they can "control" the new situation. But new coverspots should be accessible by the player and AI and used against the enemy. -
Hi, I always wanted a searchglight in OFP and I'm pleased we got a full working example in Arma. Thx BIS. I've wrote a simple watchscript for the searchlight. - slow moving to make it realistic. clockwise & counterclockwise - random bearing - random pitch (min 2m, max 45m above sealevel, we don't want him to spot planes) - Searchlight stays on when the "gunner" got killed, but turns out when the lens got shot. Here it is : Run it with : You may also put the searchlight in a tower with this line in the initialisation field of the searchlight 3.8 is the height, adjust it when necessary Here's a demomission : http://rapidshare.com/files/9033990/Searchlight_watch_script.Sara.zip Hope you like it.
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Nice patch. Found 1 bug so far: no woundtextures on the woodland units.
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Hoorey for the new sounds! About the AI... Well, he sticks to the walls this time and he was guarding the open, it's a beginning (but he's still not able to strafe tho... ) Nice building textures btw, reminds me of stalker. But animations are still so robotic. I guess it's your compass?
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Is there a thread where people share their Arma profile? My profile: yaw : deadzone pitch : deadzone X : aggresive Z : Smooth Smoothing : around 80 Pauze hotkey: the key assigned to iron sight view, in my case mouse button 5. Because I don't want to yaw and pitch while I aim. It's a nice feature but I got dizzy and disoriëntated by it. I wish there was an option to lock yaw & pitch movement in ironsightview, only X for leaning should be allowed then.
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AI shooting at empty vehicles
Blanco replied to madmedic's topic in ARMA - MISSION EDITING & SCRIPTING
For me , it's one the most anoying AI bugs, I really hate that one. It simply makes no sense, when crew disembarks a truck, the truck is not a threat, the crew is. Same happens with unmanned static weapons like the M2 machinegun. Why do they fire at an empty M2 machine, when they can use it against the enemy. I've seen batlles where all my men try to destroy an unmanned M2 MG until they ran out of ammo. I tried different ways to solve this in the past and the only way to do, is to create the exact same empty vehicle at the exact same position, with the exact same dammage & fuel... when the crew disembarks. Very dirty solution, but it works. It's an old OFP bug btw. What do you mean with enemy sensitivity? -
Is Queens Gambit going to have better animations
Blanco replied to Dudester's topic in ARMA - GENERAL
Some anim transitions are missing, but I can live with that. I play in 1th person view, so I don't really notice these things. I hope they fix the binoc animations tho. -
Why should I ask?
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Are these ingame waterreflections or is it photoshoped artwork?
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I agree. Sahrani is fine for me. I can't compare the size and variation with any other battlesim around. I don't like the two climates on one island, but I understand why they did it.
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I 've been experimenting a lot with these sandbags in my trenchscript and I was killed several times while I was playing with it. Even when I played it in a nightsetting (which is damn cool). Make sure the attackers group skill is somewhere between 0.7 and 1 or they won't spot the guys behind the trenches. Some snipers in the attackers group might do the trick aswell. It could always be better tho. Sometimes they hesitate to kill you, when you're closer then 50m. But most of the time you won't make it till there.
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They only thing that really annoys me is pathfinding and the lack of responsiveness. I mean... the easiest move order takes ages before they get in position. It's the worst pathfinding I ever saw in my 25 years of gaming experience. Every attempt to make a good mission is nailed by the lack of pathfinding. AI is decent in open terrain, they actually find cover now behind rocks and bushes, but once the terrain got a little bit dense the mess begins.
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I bought it but I only use it for flying, I can't use it on the ground, aiming is too difficult with it.
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I will explore both methods. I know dostop commands work aswell but it has a downside. Some grouped units with dostop commands will face the opposite direction of their leader. I don't know why this happens. Enableattack false prevents the leader to give attackorders, but he can still can perform targetorders, so units in the group will stay put. But I have the feeling they fight better without enableattack false command, especially the AT/AA-soldiers and the guys in static weapons. I have to do some testing to see what's best. If it really nails that damn savegame bug, I might choose for your method. Thx for the tip.
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First off all, this script requires an addon. This script, written in oldskool sqs, keeps AI behind the sandbags and make them pop-up once a while (optional) Check the demomission in Rahmadi and let me know what you think... In the zip: - Testmission - Sandbagfix1.1 addon by Raedor - Readme in txt and pdf format Download it here http://www.mediafire.com/?310gz09bxtz
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Is there a way to return a unit"s name? I don't mean it's real name which can get via the name command, but the name, the variable you gave him in the editor. ok, got it VehicleVarname
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Done. In the next update you can make them leave the trenches in a very simple way. All trenched units are in combat behavior. When you change the group behavior into something else then "combat" (by scripting or via a command order), the whole group will leave the trenches and return back in formation. So you can add a trigger with a certain condition and exit all trenchscripts for that specific group with nameofgroup setbehaviour "aware" in the onactivation field. Do you want it automatic via some kind of courage argument or do you want to define the condition yourself? There is no way to bring them back behind the sandbags. That would be very hard to do. In the works: Idle units (units without targets) will randomly scan the horizon. I hope that will improve situation awareness a bit.
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ArmA Rated one of the HARDEST GAMES OF ALL TIME
Blanco replied to Kevlar2007's topic in ARMA - GENERAL
Actually, I had no problems with the racing mission in Mafia, I won on the second try. Homeworld is not the hardest game of all time, but the most underrated game of all time imo. Interface, storyline, graphics, music, gameplay,... was simply brilliant. -
Actually, I had no problems with the racing mission in Mafia, I won on the second try. Homeworld is not the hardest game of all time, but the most underrated game of all time imo. Interface, storyline, graphics, music, gameplay,... was simply brilliant.
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How do you stop AI from being chickens?
Blanco replied to Rexxenexx's topic in ARMA - MISSION EDITING & SCRIPTING
Experiment with the setskill command In OFP the best way to make a unit run fast was setunitpos "up" in stealth mode. It makes no sense, I know. Use setunitpos "middle" -
ArmA Rated one of the HARDEST GAMES OF ALL TIME
Blanco replied to Kevlar2007's topic in ARMA - GENERAL
Congratulations. I did it with 2 characters, the first pilot died early in the war, the second pilot survived the rest of the war. He had approx 350 kills and ditched about 25 times. Stirring up some memories huh? http://www.lemonamiga.com/?mainur....%3D1133 -
Congratulations. I did it with 2 characters, the first pilot died early in the war, the second pilot survived the rest of the war. He had approx 350 kills and ditched about 25 times. Stirring up some memories huh? http://www.lemonamiga.com/?mainur....%3D1133