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johnnyboy

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Everything posted by johnnyboy

  1. johnnyboy

    Destroying Bridges

    If someone gets that to work, please post the solution and a screenshot. Deleting a section of the bridge and placing some rubble where it used to be might look pretty good. Rubble could be made of cement objects tilted different ways, combined with plowed earth object that plane wrecks make, maybe a destroyed building object half sunk in the ground so we see some of its cement rubble.
  2. Thanks for the report. That is something that should be fixed. My queue is long and time is short, so I can't promise anything soon though. I think the fix would be to reset them when they're nearTargets returns 0 (ie., they don't know of any near enemies) and X minutes transpire. What should X be?
  3. In the editor, in your mission, or a clean new mission, do the following: 1. Place a player unit. 2. Place a helicopter unit and name it chopper1. 3. Run the mission. 4. Press escape to get to the debug console. 5. In one of the 4 debug boxes in console, put this command to see what the selections names are: selectionNames chopper1; 6. Find the name of the rotor selection and copy it. 7. In the debug console code box at top of console, put in this statement below (repacing "myRotor" with whateve the name of the rotor name is). chopper1 hideSelection ["myRotor", 1]; 8. Click the execute button in console to execute above statement. 9. Exit the debug console and see if the rotor is now hidden on the chopper. If the above worked for you, you can now use that statement in your triggers to hide the rotor.
  4. johnnyboy

    [sp_camp] Shadow Fall

    That's one of the better promo vids I've seen man. You know how to cut to the bone. Music is cool. I gotta have that stogie addon--which addon is that? My favorite screenshot is the lower left. That port looks alive and authentic. Looking forward to the release! @Players: I wouldn't sweat the dogs. Just say sweet things like "good doggies" or "nice poochies", and you should be fine.
  5. Use SelectionNames to find the right rotor (if its there). Use hideSelection to hide it.
  6. johnnyboy

    [Release] GOM - Ambient AA V1.2.1

    Hey GOM, that is great. You've made it very simple for adding ambient combat to missions and went the extra mile so these units can engage actual threats they perceive. Well done.
  7. Thanks for reporting that. I'll have to update the script! :)
  8. If you need it that precise you may have to playmove an animation on him. You can use animationState command to show you the last move animation name that is correct for his unitPos (erect, crouch, down) and weapon. It's a pain in the ass, but possible.
  9. Soolie that's awesome. I was going to do the key menu this weekend...:) Can you send me your code to integrate? I really appreciate this. You will be loudly credited for your help sir! I'm hoping to release the next version at the end of the weekend (which hopefully includes new menu, first cut of roaming feral dog packs, improved AI targeting of dogs, and miscellaneous other small improvements). Look forward to your mission Zagor. By "seek" do you mean attack? Player controlled dogs and autonomous dogs can do that now. But if by "seek" you mean track someone, I haven't built that yet. My idea for tracking is to run a loop on the hunted unit, where we record his current position in an array every 30 seconds or so. This array becomes the scent trail for dog to follow. Its easier to send dog directly to target's position, but that is cheating and does not truly simulate tracking. I also want the tracking code to allow for a predefined array of positions (a "path") to be used by the dog as well. This would be for scripted mission. Example: K9 cop at murder crime scene, dog picks up trail of murderer, and dog follows pre-defined path to murderer location.
  10. Gents, In JBOY_Dog, I add properties for each dog and dog handler using setVariable. This works great for globally tracking and driving behaviour for the AI handler objects and Dog objects. Now I'm working on grouping dogs into autonomous Dog Packs, and want to define a "Dog Pack Object" that I can setVariables on to control each Pack's behaviour. I need to support multiple Dog Packs, and spawn an autonomous script loop for controlling each Dog Pack. What is the best way for creating an object (Dog Pack) that is not actual Arma object? NameSpace variables? Use a Game logic? ( I'm pretty ignorant of how best to use Game Logics...). I may just create a dumb physical object (a can, road cone, whatever) per Dog Pack, and addVariables to that. The physical object will be global, so its variables should be global. I can hide the object and disableSimulation of the object so its not draining resources. Your feedback is appreciated. Johnnyboy
  11. At the bottom of the FireAtTarget Wiki page is a table comparing all the different commands for forcing unit to fire. Some combination of these, plus new suppress commands will likely work...I would methodically test each variation. For most aggressive automatic fire doSuppressiveFire may be the best bet (coupled with doWatch position or doTarget object). Also note that with forceWeaponFire mode, "FullAuto" may not be the correct mode string for certain weapons. So be sure you use the right mode string for the weapons in question. Another technique is place invisible targets and have AI target those. See if they go full-auto on these. switch (_side) do { case east:{ _bulletMagnetUnitType = "O_TargetSoldier";}; case west:{ _bulletMagnetUnitType = "B_TargetSoldier";}; case independent:{ _bulletMagnetUnitType = "I_TargetSoldier";}; case civilian:{ _bulletMagnetUnitType = "I_TargetSoldier";}; }; _bulletMagnet = createVehicle [_bulletMagnetUnitType, [0,0,1000], [], 0, "CAN_COLLIDE"]; _bulletMagnet allowDamage false; I use the above for creating invisible targets that I attach to JBOY Dogs to get AI to fire on them. Then use crazy loops that reveal, dowatch, dotarget and forcefire and dofire. At a distance they won't full-auto, but very close they may. Your mileage may vary. Good luck, and please post a solution if you find one.
  12. Most excellent to hear! Please post a link here if you publish a mission or video using it. Thanks.
  13. Hey Yosarin, clever idea to attach the darter. It occurred to me you may want to setcaptive true on the darter if attaching it to an Opfor chopper. Darters draw fire, and its possible other opfor may sense it and shoot at it. Another idea is to put a HandleDamage eventHandler on the darter so the light can be shot out (but that probably won't work since its being hidden inside the body of the chopper). Anyway, good on ya, mate! And remember, there's only two states be in: Queensland or pissed.
  14. This is sweet, and thanks for the rotating camera script also. Great job.
  15. johnnyboy

    New to Scripting

    Banjo's youtube channel has a bunch of very short tutorials on specific subjects. Some are about more advanced stuff, but some are very basic also. If you do much editing at all you will find something useful here: https://www.youtube.com/channel/UCZ9nEKpd4ETHrozhhbmVB0Q
  16. Thx MJR. Both those things are coming soon (RL permitting). Definitely on my short list.
  17. Script Updated to Version 1.1 (download link in original post is updated) Changes: Now MP/JIP compatible thanks to PersianMO Added chicken clucking and rooster crowing sound fx (thanks to Froggyluv's suggestion). Chicken banter sounds can be toggled off or on by the mission maker via a parameter. This vid shows the new sounds. Next steps are to incorporate these chicken changes into JBOY Dog, and improve JBOY dog.
  18. johnnyboy

    [sp_camp] Shadow Fall

    Looks very cool AZCoder. You might consider using JBOY dog for your feral dogs. Or just grab any pieces of it you want, like dog damage eventhandlers, dog blood textures, and growl, bark, and yelp-in-pain sound fx. Note that AI will fire on enemy JBOY dogs as well (vanilla AI never fires on dogs). The blood around the mouth textures make feral dogs look mean. Plus your lone wolf character might appreciate having a 4 legged friend with him. :)
  19. Let me know what you think after you look at it. I like it stylelistically--dog sillouettes are cool--but it feels a bit of an immersion breaker because its so visually different than other in-game interfaces. And it blocks alot of screen, which can make it difficult for cursorTargeting exactly an AI unit. I'm also going to be adding more menu options, so adjusting the "clickable slice of the pie" in the radial menu when adding additional options is more work. Plus I would need to have additional dog sillouettes for the additonal actions, which is more work to find or make. This all makes me lean to the numeric menu, at least for now (as I have so many more things to do on Jboy Dog). I do really like the radial menu though, its very creative. Edit: Cosmic, soolie's menu is invoked using the T key, and it does not require CBA addon. Can your numeric menu approach work without requiring CBA addon?
  20. Thanks Vasily. I have so much in my to-do queue that I'm unwilling to pursue addons at this time. But I give full permission for anyone to transform any of my scripts into an addon, or be used and modified in any way. As long as I'm credited somewhere.
  21. There's no women on these islands bro. These chickens learned the hard way its best not to get caught by a soldier. :omg: You can adjust the acceleration to your liking pretty easily.
  22. @torndeco: thanks. I appreciate the suggestion, but I don't have the time or interest to learn 3d modeling and animations at this time. If someone else creates a good dog addon, I'd consider converting to using it. Another advantage of your soldier class suggestion is that ai would perceive enemy dogs and engage them. Currently my workaround is to attached invisible targets to the dogs, reveal the targets, have ai dowatch and dotarget the invisible targets, and force them to fire. It looks pretty good sometimes, and pretty lame other times (unrealistic reactions by AI).
  23. Thanks soolie...great minds think alike! I'll have a look. I'm currently planning on using a numeric key menu that Cosmic10R has helped me with. Edit: BTW, I'm really pleased at all the offers of help I've had with this (your proof of concept, M1ke_SK offered to collaborate and provided mine detection examples, thedog88 has offered up his arma 2 tactical dog vest model, cosmic10r' provided a slick numeric menu example, Persian MO generously fixed JBOY Chicken to be JIP compliant and Mynock has offered up some SFX). I credit it all this to our great community and a love for our 4 legged friends! Edit2: Soolie, your proof-of-concept is really cool. Very interesting to compare approaches. I learned a few tricks from your code and may borrow a few. The radial menu is really cool...haven't seen that before, love the custom icons in it. And I like the idea of when dog in follow mode, and handler gets in vehicle, dog gets in too (and gets out when handler gets out). Less micro-managing of dog (less micro-managing is something M1ke_SK suggested also). And using AttachTo for attacking..I may try that. Currently I'm using SetVelocity and the dog clips through the man sometimes, your way may work better. I'm going to study this some more. Thanks again!
  24. Wow. Thanks a million PMO. Will make your changes soon, plusI learned something new. You rock. I'm going to find some clucking sound fx, and add them in, then I'll publish an update (and update JBOY dog with same chicken changes). What I learned here I can apply to JBOY Dog to get it JIP compliant also. Sweet.
  25. Hey Persian, I don't understand JIP so well. You're saying that JIP creates new new rabbits and chickens because that is in my init.sqf, right? And its these JIP spawned ones then act like vanilla? How do I fix it so I only execute rabbit and chicken creation on initial mission start up, and not again on JIP? And thanks for the effects suggestion, I am changing that to be remote exec now.
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