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Ghost

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Posts posted by Ghost


  1. create a notepad file in your mission directory under mydocuments\arma2\missions call it whatever you like ie aiknows.sqf. note that you will have to change the file type so delete the .txt and name it exactly how I put it. inside file you could do something like.

    _eman = _this select 0;
    _pman = _this select 1;
    
    While {true} do {
    
    _eknow = _eman knowsAbout _pman; hintsilent format ["%1", _eknow];
    
    sleep 1;
    };

    to run put in the init.sqf or init line of a unit as follows

    aiknows = [aiunitname, playername(or just put player)] execvm "aiknows.sqf";

    name the ai unit you want the script to detect and the player and all should be good.


  2. If you post your mission from legitimate site ill take a look at it if you like.

    **UPDATE**

    make sure you create a file called briefing.html <--- just like the old way and inside put

    <html>
    <body>
    
    <!---------------------------------------------------->
    <!-- Debriefing                                     -->
    <!---------------------------------------------------->
    <!-- End #1 -->
    <h2><a name="debriefing:end1"></a><br>
    <!-- [TITLE_1] -->
    Mission Success
    <!-- [END] -->
    </h2><br><p>
    <!-- [TEXT_1] -->
    TEXT FOR END !
    <!-- [END] -->
    </p><br><hr>
    
    <!-- End #2 -->
    <h2><a name="debriefing:end2"></a><br>
    <!-- [TITLE_1] -->
    MISSION FAIL
    <!-- [END] -->
    </h2><br><p>
    <!-- [TEXT_1] -->
    TEXT FOR END 2
    <!-- [END] -->
    </p><br><hr>
    
    
    </body>
    </html>
    

    You can add more endings but that is all this file is used for now. Though it is needed to show map/briefing when holding shift and previewing a mission in editor and such.


  3. No.

    First: The holding shift key and press enter or preview dont work too. In Operation Flashpoint it hasnt worked too... :S

    When I finished editing I have imported it in single missions. This folder is default in documents\Arma2\missions.

    Then I placed it in the Arma2 folder (program files as default) in SPmissions but no change.

    I have asked many people but no one knows how to fix. :(

    I hope here is someone with the answer.

    My Arma2 game was bought in Hungary and it is a hungarian edition (dialogs, menus have been translated). do it matter? (official, legal disc)

    It does work, I use it all the time. As for exporting, In your editor go SAVE then click the drop down menu EXPORT TO SINGLE MISSIONS. That is the easiest and best way to export. Do the same to export to mp only choose multiplayer missions. Then go to scenarios or lan and create new to run either sp or mp mission. If none of that works you messed something up pretty good and need external eyes to look at it.


  4. The new way was a pain and still in ways is but after figuring out how it works, everything was fine. Basically its a script so anything to do with scripts need to factored in. Now that they "fixed" the respawning into same unit issue(lossing tasks) there is a new problem I am seeing. If you use the older method of launching the script via an eventhandler "killed" or something you will get multiples of each task. Also JIP now becomes an issue more so for updated tasks. I am still testing to see what the fixed messed up but I really did like it the old way since the fix only fixes players respawning into same slot.


  5. It would be great if any modder did an addon or script that showed that "knowsabout value" in the HUD in order to test AI behaviour, detecting capabilities in each level of awareness, etc.

    And it would be great if BI explanated properly all this issues too, IMAO

    you could create a looping script that has something like this in it

    _eknow = eman knowsAbout pman; hint format ["%1", _eknow];

    eman would be the ai guy (make sure he is named) and pman would be the player. Would display a hint depending on loop delay about the status of eman knowing about player from 0-4. 0 is does not know and 4 is know exactly. i did a quick test and when they lost me in the tall grass i was getting 1.5 and the ai were spraying the area were i was then when they had a lock it was 4.


  6. I have to run the game with -winxp command or else I get the untextured different geo lod models (cartoonish). I have read the different sticky topics and they did not help me. I was hoping this would be fixed in the patch so the game could utilize more memory possibly. I do love that the AI does not report who killed them and where they are, makes sneaky missions much more fun now :)

    I am running the following specs.

    Windows Vista Ultimate 64bit

    EVGA 780i SLI MB

    Thermaltake 700W PS

    Intel Core 2 Duo E8400 @ 3 GHZ

    8GB DDR2 Corsair DHX2

    EVGA 9800GTX 512MB Standard model

    Creative SB X-treme Gamer XFI

    2x 500GB WD 7200RPM HDD

    Samsung 226BW 22" LCD


  7. Just one thing, the sniper on top of the radio tower never seems to engage - maybe his skill level or combat mode need changing?

    He does engage but because of his position and angles he may not shoot. I have been fired upon before it all depends at what direction you attack and how far it is before he notices. I will look into it though.


  8. ok I put Game Logic as objects/Game Logic

    Made shure the trigger was set for Blufor Present

    still no Damage

    ps By the way thx for helpn I am tryn but it just is not working. Do i need to write a sqs for this? or do you think it sould work like this?

    You do not need a script. make sure your gl name and name used in trigger are the same. tried myself worked fine, make sure id of building is for that building.

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