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Everything posted by CaptainBravo
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hey Bunny75, this sounds similar to something I was trying to do. Except yours is more sophisticated! :) Do you mind sharing a mission example? Thanks.
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How to know if unit/object is in forest?
CaptainBravo replied to KingN's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why don't you place triggers in different forests that when it is activated by player, it plays ambient sound? Much easier than scripts IMO -
Hey BD, thanks for the code. I have tried it by inserting that line in guarddogs.sqf but still dogs are attacking everyone near their group on same side :confused: Any possible other fixes? Thanks for your help and great script.
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New version works great except for a little bug and I hate dogs with bugs! :) When you have a group on patrol with dogs "attached" the dogs will attack AI on same side along the way (outside attached group) which ruins mission. Anyway of making sure dogs attack only one side (west/east) Thanks for your hardwork.
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Female civilians wont work?
CaptainBravo replied to stephen271276's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
perhaps they want to be stay at home moms? :) Put setUnitPos UP in their init field. That might help (have not tried with civ) -
Lock an AI squad to an object's position
CaptainBravo replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a mission template on compa where a heli is spwaned with a group of soliders attached to it. I will post when I get a chance. -
Is there any way of generating lots of civilian road traffic?
CaptainBravo replied to light23's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I use UPS for civ and it works great! I will post a update to Devils Castle mission soon that has a lot of Civ cars on roads. -
Namalsk island, v1.10
CaptainBravo replied to Sumrak's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
EXCELLENT map! It certainly sets the standards other maps will be judged by! The only thing I hope gets addressed in next release is the walls around the city. The AI path is a weak point in arma2 and getting AI to go inside city has been diffucult.So please remove walls. Aside from that great map. Keep up the good work and thanks for sharing. -
The reviews have certainly not been very kind to OFP DR. I think they have tried to appeal to both worlds realism fans and BF COD fans. There is a saying .. you can not have your cake and eat it too!
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Hey plundera, Thank you for trying the mission and the detailed feedback. The commander is not supposed to leave his heavily guarded location and that is why he has disable AI move. So it is odd if he moved :confused: I will check on it and apply extra measures to make sure he stays put in the future. I will tweak the timing of AI truck unloading troops. Have you had a run with the groups with tracking tracking dogs? Out of curiousty, how did you deal with the killer dogs at enemy base? I am working on updated version that will have a couple of new features (including ammo drop) as if you end up engaged in a battle with enemy and survive you will most likely need ammo. The mission does have 300-400 enemy troops (although they are not on map at the same time to save on performance) depending on how stealthy your group is.. Thank you for the feed back and I shall update soon. I am not sure if I added in mission briefing but you have the ability as squad leader to divid team into fire teams controlled by teammates (or AI using High Command) All you have to do is select units you want in new group, select communications then select seperate from group. And do same when yuo want them joining the group again. It can help with planning if you will approach from different directions and improves chances if you have 2 teams to use (cover & withdraw) tactics
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Hmm .. any feedback yet? Has anyone tried and successfully finished it yet?
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Any NooBs to Arma looking to play co-op (maybe PvP) ??
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Hey Blackhawk, Thanks for your interest. I have sent you pm with info. See you Sun we hope :) -
@B_D: Great script update! It works really well. The guard dogs did follow AI group and attacked when saw enemy. 2 observations: AI on my group (enemy for dogs) did not seem to fire on dogs as they attacked him :confused: In evil dogs, it did work when triggered is activated. Any chance to get dogs to roam inside trigger area randomly and attack if enemy is close? As for script that has follower that you can move around I thnk it was made by hoz). I hope it helps with getting dog to run infront of leader of group: Usage: dummy = [Follower,Leader] execVM DoFollowUnit.sqf v.4 */ _Hoz_Follower = _this select 0; _Hoz_Leader = _this select 1; Hoz_ReleaseUnit = true; _Hoz_LongDist = 150; if !(leader _Hoz_Follower == _Hoz_Follower) then { [_Hoz_Follower] join grpNull; }; _leftc = 0; _leftg = 0; _leftk = 0; _leftd = 0; _assigned = 0; while {(alive _Hoz_Follower) && (alive _Hoz_Leader) && Hoz_ReleaseUnit}do { // If unit gets too far behind then wait until the follower is closer. waitUntil {_Hoz_Follower distance _Hoz_Leader < _Hoz_LongDist}; if (vehicle _Hoz_Leader != _Hoz_Leader) then { _Hoz_VehicleTmp = vehicle _Hoz_Leader; _leftc = _Hoz_VehicleTmp emptyPositions "cargo"; _leftg = _Hoz_VehicleTmp emptyPositions "Gunner"; _leftk = _Hoz_VehicleTmp emptyPositions "Commander"; _leftd = _Hoz_VehicleTmp emptyPositions "Driver"; hint format["%1 %2 %3 %4", _leftc, _leftg, _leftk, _leftd]; for [{_i = 0},{_i != count units group _Hoz_Follower},{_i = _i + 1}] do { if (_i < _leftc) then { (units group _Hoz_Follower select _i) assignAsCargo _Hoz_VehicleTmp; _assigned = _assigned + 1; }; if ((_i >= _leftc) && (_i < (_leftc + _leftg))) then { (units group _Hoz_Follower select _i) assignAsGunner _Hoz_VehicleTmp; _assigned = _assigned + 1; }; if ((_i >= (_leftc + _leftg)) && (_i < (_leftc + _leftg + _leftk))) then { (units group _Hoz_Follower select _i) assignAsCommander _Hoz_VehicleTmp; _assigned = _assigned + 1; }; if ((_i >= (_leftc + _leftg + _leftk)) && (_i < (_leftc + _leftg + _leftk + _leftd))) then { (units group _Hoz_Follower select _i) assignAsDriver _Hoz_VehicleTmp; _assigned = _assigned + 1; }; }; (units group _Hoz_Follower) orderGetIn true; while {vehicle _Hoz_Leader != _Hoz_Leader} do { group _Hoz_Follower move [(getpos vehicle _Hoz_Leader select 0) + ((random(7))*sin(getdir vehicle _Hoz_Leader - 180)), (getpos vehicle _Hoz_Leader select 1) + ((random(7))*cos(getdir vehicle _Hoz_Leader - 180))]; sleep 2.5; }; {unassignVehicle _x} forEach units group _Hoz_Follower; }; if ((_Hoz_Follower distance _Hoz_Leader) < 7) then { sleep 2; } else { group _Hoz_Follower move [(getpos vehicle _Hoz_Leader select 0) + ((random(7))*sin(getdir vehicle _Hoz_Leader - 180)), (getpos vehicle _Hoz_Leader select 1) + ((random(7))*cos(getdir vehicle _Hoz_Leader - 180))]; sleep 2.5; }; };
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Tips on how to create MP missions faster
CaptainBravo replied to icebreakr's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Excellent guide! I use templates in most missions as it saves time! The only other thing I would add to list is using Bis Fnc for patrols and defending and there is a couple of simple scripts out there already for that. Good job. -
Could you not have the dogs spwan and just follow leader of AI group? And attack enemy with 20 meters prox? I am not scriptor so now sure how easy (or not) to implment.
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Ambush with AI
CaptainBravo replied to Psykedeeli's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can remove ammo from AI and when a trigger is activated they get ammo and they can fire. This way you know they will not fire for sure. -
NIM Dynamic Weather (ArmA2 Compatible!)
CaptainBravo replied to Binkowski's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sounds like a great addon! I shall try later this eve. Is it MP friendly or would you have same synch issues like with the standard rain in MP? -
could you guys post an example mission of where dogs are running with AI group to hunt player? This will benefit those who have limited scripting ability (lik me!) :o
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Any NooBs to Arma looking to play co-op (maybe PvP) ??
CaptainBravo replied to CaptainBravo's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Hey everyone, We have a couple of spots open and we hope to have similar people looking for laid yet mature semi organized group. We are planning another laid back (yet fast paced!) MP this Wed. When: Tomorrow (Wed) at 8pm (GMT) Where: Server: Bravio Company Feel free to contact me if you can make it: Captain.Bravo@hotmail.com Cheers! -
Instead of joining dogs to AI group you can make dogs follow AI group leader? (run 10 meters infront and if enemy is within 50 meters then attack) This should resolve issue with AI issue commands? I remember there was an old arma formation script where you controlled who went where. So a dog will follow (lead) infront of group leader which will make it look realistic. Just an idea. Update: Here is the mission (by General Baron) that I was refering to with custom formation. It is an OFP mission so you will have to convert. http://www.filefront.com/14622721/formations_test_v1-5.zip
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Just tried it .. EXCELLENT! I Love those wild killer dogs!! And the scream is orginal! :) The only question I have and I hope there is answer .. how do you get a pack of these wild dogs attached to an enemy group that is hunting you?? Any tips to achieve that are highly appreciated! Great work!
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Sounds like a great script (I have been searching for something like this for a while! Will try this eve. A couple of quick questions: Will it allow for a dog to join and run with an enemy group hunting you? Will the dog bark (gets louder as it gets closer to hunted? Thanks.
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Editor based AI spawn script by trigger
CaptainBravo replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Truely great script Murklor! Did you get a chance to look at mission and see why plane crashes when starting position moved? is it a bug or user (me) error? :) Could you please clairfy how to spawn group 3 times instead of once (once group is terminated another spawns to replace? Keep up the good work. Edit: Regarding the loading troops in vehicle perhaps spawn vehicle first then spawn troops and have them move into vehicle with moveInCargo in their first WP. I will try this eve and I hope it works. -
JTD Fire And Smoke
CaptainBravo replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
one word .. FANTASTIC! Just tried and it adds a new demension to realism in game! Will next version have soldiers catching fire ? :) -
JTD Fire And Smoke
CaptainBravo replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I hate to ask a silly question but where is ArmA2\userconfig ? I cannot find this userconfig file after doing search on all drives! :o Is it in: C:\Program Files\Bohemia Interactive\ArmA 2 ? Any hints are highly appreciated!