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johnnyboy

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Everything posted by johnnyboy

  1. Great work dude. Way to tough it out! Edit: @Raining6 I didn't see any shadow...how was that solved?
  2. Looks great! Glad I could help. Have you tried it in those beautiful Livonia grass fields? I'm curious how it works there. The grass is close to a meter high I think.
  3. Sorry about the bum steer on the tarp, I though I had used it in the past for textures. I found one that works: "GalleryLabel_01_F". It makes a little sign which you can set texture to "" to make it invisible (also set allowDamage false on it else it explodes when hit too many times). It's small, but if you use setObjectScale to make it bigger it can hide the player. It's invisible, units can't see you through it, and you can shoot through it. But it still has problems: It casts a shadow. It blocks movement, so you would want to attach it to player so it moves with him (like the donut idea). Here's the label object after scaling it up to 10 before hiding it: Here's how it looks after hiding it. You can see the shadow: I named the object ss2, and used this code for the experiment: ss2 setObjectScale 10; ss2 setObjectTexture [0,""]; ss2 allowdamage false; ss2 enableSimulation false; bob doTarget player; player addrating -99999999; // make player enemy of bob Maybe since you are in grass, the shadow isn't too obnoxious?
  4. Oh well. I admire your tenacity. A modded object with the specific properties you desire would likely work (above my pay grade though). Here's another thought: Smoke. Units can't see through smoke, but can shoot through it. I wonder if its possible to make invisible smoke particles that block view? Also try the Tarp object (you can set it vertical), and see if they can see through it. I know you can set texture on tarps.
  5. You can look for an object that has textures you can set. For example you can make the zodiac invisible with this command, but it is still a real usable object (that I assume ai can't see through). Most static objects like walls probably do not have settable textures. Try the following on any vehicle. For many you can still see wheels and other parts, but zodiac completely disappears. One problem though is objects hidden this way still cast shadows. Maybe one of those bill-board like objects that posters can be set on (the ones that have no physical poles or boards), I don't think they have shadows. You can also try the invisible barrier object that can be used to block AI pathing. I do not know if the barrier blocks line of sight though. This works on the zodiac: _y=0; { myVehicle setobjecttextureGlobal [_y,'']; _y=_y+1; } foreach getObjectTextures myVehicle; Another option is an eachFrame loop using forgetTarget constantly to make AI forget about the unit while your hiding condition true.
  6. johnnyboy

    SOG AI

    SOG AI just updated so you can play the Western Sahara MP missions solo using SOG AI. Just start a LAN and choose Extraction, Last Stand or King of the Dunes missions. After mission start, a "Spawn AI Squad " action will appear allowing you to pick the group you want to play for this mission (ION, UN, or SFIA). This adds more replay-ability and makes it easy to try the other great factions and weapons.
  7. johnnyboy

    SOG AI

    No, it requires PF. But PF is worth getting IMO for the tons of high quality units, weapons, vehicles, missions,etc.
  8. johnnyboy

    SOG AI

    My SOG AI mod was just updated to work for Western Sahara DLC. This makes squad control easier and more effective. This is just for SP right now. In MP, the Extraction mission will spawn you a team, but the Fast Travel parachuting will leave your team behind (so that needs to be fixed). The other MP missions currently allow spawning in Vietnam teams, so that needs to be fixed to allow picking Western Sahara ION and UN groups. But SP works great, so get on in there. 7$ for that DLC seems like quite a steal. Here's a demo of SOG AI in Western Sahara:
  9. johnnyboy

    SOG AI

    Thanks, I think you did help, and I have an idea to fix it. 😀 Might not get to it for awhile though.
  10. johnnyboy

    SOG AI

    Those are good details for me to recreate the problem. Thanks. But note there is no reason to be running SOG AI mod if you don't intend to have AI on your squad.
  11. johnnyboy

    SOG AI

    I've encountered that error in the past and believe its quite rare. I've looked at that BI function and it looks to me there is a rare case of some BI respawn related variable not getting populated somehow. I think it happens if player is somehow killed bypassing my damage eventhandlers, thus bypassing my clean mission endings. Thanks for the screenshot, knowing exact error message is the best way to communicate a bug to me. A few questions: What scenario was this in? Was your AI team all dead or incapacitated, so player only effective unit when this occurred? Do you have the .rpt file and can upload a link to it so I can see what happened before the error occurred?
  12. True statement! Pierre is a genius! While this may work for purpose of getting AI to not shoot directly at player in grass, won't disableAI "FSM" also disturb their ability to move properly? btw, I love this thread. And your cool debug window in lower left showing the various relevant values is slick too.
  13. johnnyboy

    SOG AI

    Just updated SOG AI with these changes: - Fixed "Disembark" issue where after AI exited a vehicle, they wanted to follow that vehicle even when ordered not to. - Now compatible with Pandemic's Welcome To the Border campaign. (requested by TheLazyDugong31 ) - Now compatible with Forgotten Few 2 dynamic mission (tested on Cam Lao Nam and Altis). (requested by Samio and Billy Bones)
  14. Hey KingN, I'm very impressed with this dynamic Campaign/Mission. There is some seriously complex scripting driving this thing. Great work. I just made my SOG AI mod compatible with it. It makes commanding your AI team much simpler, responsive and immersive. Here's a short vid of SOG AI in action in this great mission.
  15. johnnyboy

    SOG AI

    I just tried SOG AI on Old Man and spawned a Anzac team and Chinese CSAT immediately opened up on us and called in QRFs, including gendarmes, and I lasted about 4 minutes lol. Here's a Chinese CSAT stripping my body while a quisling gendarme beats my buddy to death with a hammer in the background, lol. It would def be cool to get SOG AI working here, as the firefights with Old Man QRF systems would be great I think. But I see lots of complications already, and I've never played very far in Old Man, so don't know what other complications I'll run into. Foreseeable issues so far: Need AI to be Tanoa 2035 compatible (that's easy). Need to spawn without weapons, as East friendly to West until you have a weapon. This will prevent enemy hosing team immediately like happened to me above. So I probably need to stash their weapons in player vehicle. Some tasks require you to give NPC a ride, so that takes up a vehicle spot. If you're driving a jeep, then you can only have 2 other AI on board. So do I not allow jeeps so you can have more AI? Player + 4 AI + 1 NPC would fit in an offroad. Or do I spawn a max of 2 AI buddies? Questions: Does player ever have to transport more than 1 NPC in Old Man? Do NPCs ever join player's squad in Old Man? Are there Incognito missions in Old Man where he is carrying a weapon but hasn't pulled it out yet? Are there complicated building clearing mission in Old Man that will confound AI? Can you think of other Old Man scenarios that can screw up commanding a SOG AI team? Any suggestions?
  16. Hey Artem, welcome to the forums! Use playAction, switchAction, playActionNow, switchMove, PlayMove, playMoveNow. I recommend you use PolPox's animation viewer mod to see all Animations and Gestures (gestures are played by the playAction and switchAction commands). See examples in playMoveNow in wiki. You may want to disableAI Anim on player to be sure he can't disturb the animations you want played, then reenable anim on him at the end. Here's some sample code to start with: [] spawn { [0] call BIS_fnc_cinemaBorder; player disableAI "ANIM"; player playMove "AmovPpneMstpSrasWrflDnon"; // player goes prone player playMove "amovPknlMstpSrasWrflDnon"; // player gets up on one knee sleep 1; player playActionNow "gesturePoint"; // player points sleep 1; player enableAI "ANIM"; [1] call BIS_fnc_cinemaBorder; }; Bring up the debug console and copy and paste the above into it. It's untested, but should work. Then modify it to use your desired animations and gestures, adjust sleeps, until it does what you want.
  17. johnnyboy

    SOG AI

    Hahaha, you bloody Gold Coast diggers crack me up! 🙂 Thanks mate!
  18. johnnyboy

    SOG AI

    I'm not sure what you are asking. At mission start, if the player already has AI in his squad, or the mission is flagged as AI will join his squad later (like HeadUp's Romp in the Swamp), then there is no action added to spawn a group. But if the player has no AI, then he has an action to spawn a group. I don't know why you wouldn't want this action...?
  19. johnnyboy

    SOG AI

    SOG AI updated again. Now has numeric menu equivalent to radial menu, which enables faster commanding if you memorize the keys. And it also enables easy configuration with Voice Attack app. Change Log:
  20. johnnyboy

    SOG AI

    G'day wansec. People that use SOG AI with ACE disable ACE medical. I'm told there are multiple ACE mods without the medical system (filter to "ACE no medical" in steam). I really know nothing about how ACE works. My mod relies on AI revive where instead of killing player or his squad mates outright they are rendered incapacitated, and have a chance of AI or player reviving them. I currently have no plans in researching ACE compatibility. But if someone spelled out some exact simple solution for me I would consider it. Thanks for your interest in SOG AI mate.
  21. johnnyboy

    SOG AI

    SOG AI mod updated today. Change Log: Short vids explaining features added:
  22. I suggest asking this over in the Prairie Fire discord's modding-chat thread: https://discord.com/channels/824223048940519434/839848226005581845 They're usually pretty helpful.
  23. I googled this for about 30 minutes and couldn't find a clean step-by-step answer to this. I think it might require CBA. Can anyone point me to a clean guide of how to define parameters that allow players to set mod options before running a mission? I was hoping it was like defining Params in a mission's description.ext, but in the config.cpp instead, but that did not work for me. SOLVED. I put this code in my mod's init.sqf to use CBA for setting mod options: // ********************************************************************** // Set global vars based on CBA parameters // ********************************************************************** missionNameSpace setVariable ["jboy_maxRevivesPerAI",99]; if (getLoadedModsInfo select {_x #1 find "@CBA_A3" >= 0} isNotEqualTo []) then { ["jboy_maxRevivesPerAI", "LIST", "Max Revives Per AI unit", "SOG AI", [[5,4,3,2,1,0], ["5", "4", "3", "2", "1", "0"]], 1] call cba_settings_fnc_init; }; Read the heading of the cba_settings_fnc_init function here to see how to define the parameters and sample calls: https://github.com/CBATeam/CBA_A3/blob/master/addons/settings/fnc_init.sqf
  24. Thanks @honger I solved this using CBA, thanks to the help of the brilliant @madrussian. Top post is now updated with the solution.
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