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roguetrooper

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Everything posted by roguetrooper

  1. Update: Version 1.03 Little fixes made. Does anyone know a better free site to upload files?
  2. Is there a possibility to check if a unit is * swimming (infantry) * swimming (vehicles, such as boats and M113) * under water (drowned vehicles that can't swim) Infantry could be checked for their current animation (?) AswmPercMstpSnonWnonDnon, AswmPercMwlkSnonWnonDf, AswmPercMrunSnonWnonDf, AswmPercMsprSnonWnonDf, AswmPercMstpSnonWnonDnon_AswmPercMrunSnonWnonDf, AswmPercMrunSnonWnonDf_AswmPercMstpSnonWnonDnon, AswmPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_forgoten Is there a command that returns a unit's current animation? Is there a possibility to check if a unit is in water (swimming or drowned)? I've searched the forum and the Biki, but found nothing how it could be done.
  3. roguetrooper

    Make AI sniper take the shot

    Just kill the victim by code: Make a trigger with Trigger name: snipertrigger Condition: KILLNOW == 1 On Activation: snipertrigger setpos position attacker; victimUnit setdamage 1; Effects (sounds - in the lower left corner): select a shot-sound (type: hmmm, don't know, give it a try, at least it should be heard throughout the map) When the victim is meant to die, set the variable KILLNOW = 1; That should play the gun sound and the victim surely dies.
  4. Are the statements on http://community.bistudio.com/wiki/knowsAbout still correct? 1. At which knowsabout-level does an AI-unit know to which side (enemy,friend,civilian) another unmounted unit belongs? 2. What is the minimum knowsabout-value that makes a discovered-by-trigger trigger? I am asking for certain and exact values (dev knowledge). I have done many tests while having a rapidly refreshed hint-loop with knowsabout-stuff running. But I am still not sure about all this.
  5. roguetrooper

    ejecting from damaged tanks to early

    Indeed. There has been another thread about this behaviour. The default behaviour of AI in a group, whose leader is also AI, who jump out of a damaged vehicle, should be running farther away (probable explosion safe) and seek cover in bushes or something around. At least they should not jump out and LAY DOWN BESIDE the vehicle.
  6. Whole map: _center = position objectName / or [x,y,z]; _distance = 500; _amount = 0; _side = civilian; { if ((alive _x) and (side _x == _side)) then { _amount = _amount + 1 } } forEach allUnits; hintsilent format ["%1: %2", _side,_amount]; Within an area with _center as center: { if ((_x distance _center <= _distance) and (alive _x) and (side _x == _side)) then { _amount = _amount + 1 } } forEach allUnits; hintsilent format ["%1: %2", _side,_amount]; Concerning a limited area, you could place a trigger on the map (Activation: once, Condition: true, without any functions), give it a name (= _center) and the radius/area (= _distance) you are looking for. So you can see directly within the editor the area that is searched for civilians. For creating civilians in a town, I use my own scripts, such as: if !(isServer) then { exit }; _amount = paramsArray select 11; if (isNil _"amount") then { _amount = _this select 0 }; if (_amount <= 0) then { goto "end" }; _possible1 = ["TK_CIV_Takistani01_EP1","TK_CIV_Takistani02_EP1","TK_CIV_Takistani03_EP1","TK_CIV_Takistani04_EP1","TK_CIV_Takistani05_EP1","TK_CIV_Takistani06_EP1"]; _possible2 = ["TK_CIV_Woman01_EP1","TK_CIV_Woman02_EP1","TK_CIV_Woman03_EP1"]; _possible3 = ["TK_CIV_Worker01_EP1","TK_CIV_Worker02_EP1"]; _possible = [] + _possible1 + _possible2 + _possible3; _number = 0; _radius = 225; _pos = position wpc1; _grp = group dummy_civ; _skill = 0.2; _rank = "private"; _form = "NONE"; #start _number = _number + 1; _type = _possible select (random ((count _possible)-1)); _name = format ["civ%1",_number]; _name = _grp createUnit [_type, _pos, [], _radius, _form]; _name setdir random 360; [_name] joinSilent grpNull; [_name,wpc1,225,"MOVE"] exec "waypoints.sqf"; _name addEventHandler ["Killed", {[_this select 0,_this select 1] exec "civkilled.sqf"} ]; removeallweapons _name; _name removebackpack; _name setcombatmode "blue"; _name setbehaviour "careless"; _name setunitpos "up"; _name setspeedmode "limited"; _name allowfleeing(random 0.25) _name setskill _skill; if ( random(100) < 10 ) then { _name setspeedmode "normal" }; if (_number < _amount) then { goto "start" }; #end deletevehicle dummy_civ; exit; waypoints.sqf: _man = _this select 0; _grp = group _man; _pos = position (_this select 1); _radius = _this select 2; _type = _this select 3; if ((isNil "_man") or (isPlayer _man)) then { exit }; _array = []; _wps = 30; for "_x" from 1 to _wps do { _array = _array + [_x] }; { wp = _grp addWaypoint [_pos,_radius] } forEach _array; { [_grp, _x] showwaypoint "never" } forEach _array; { [_grp, _x] setWaypointType _type } forEach _array; [_grp,_wps] setWaypointType "CYCLE"; #end exit; This is just an example. So I can create an variable and desired amount of civilians in a definable area around a definable center. They all move in a realistic and civilian way (pedestrian walks and such) randomly through the town. This makes a town realistically inhabited. To make it work, you need a civilian placed anywhere in the editor with the name "dummy_civ" (my example). It gets deleted when all civilians are created. This example creates civilians around an object (invisible helipad or gamelogic or sth like this) in a radius of 225 meters. Each civilian walks his/her own ways within a radius of 225 around the center.
  7. roguetrooper

    ejecting from damaged tanks to early

    As far as I have experienced, there is absolutely no way to keep A.I. in an inoperational vehicle. They just get out, no matter if the commander is a player or A.I. When the commander is a player, the player can stay where he wants, but A.I. subordinates ignore any "stay in" or "get in" command, when the vehicle is damaged in a certain way. No command, nothing can keep A.I. inside. When they 'want' to get out, they get out and can not be ordered to get in again. It could be done with a workaround: init-line of vehicle 'tank': tdriver = driver this; tgunner = gunner this; tcommander = commander this; this lock true; 3 triggers: Condition: repeated: not tdriver in tank On Activation: tdriver moveindriver tank; tgunner moveInGunner tank; tcommander moveInCommander tank; {_x orderGetIn true} forEach [tdriver,tcommander,tgunner]; Condition: repeated: not tcommander in tank On Activation: tdriver moveindriver tank; tgunner moveInGunner tank; tcommander moveInCommander tank; {_x orderGetIn true} forEach [tdriver,tcommander,tgunner]; Condition: repeated: not tgunner in tank tOn Activation: tdriver moveindriver tank; tgunner moveInGunner tank; tcommander moveInCommander tank; {_x orderGetIn true} forEach [tdriver,tcommander,tgunner]; This will keep A.I. inside although you see them very shortly jump out; but they are moved in again after 0.0 - 0.5 seconds.
  8. roguetrooper

    Next patch wish list

    Soldiers should have no prefigured names/descriptions. I.e. when you place an AA-specialist in the editor (or createUnit on the fly), he remains an "AA soldier" by name all the time, no matter what weapons he actually has. When you order your group to attack a unit or loot a dead one, you always see that stupid description and even with the weapon in ( ) behind the name according to the description in the editor, regardless of the weapon the unit is actually now wielding. They all should just be "soldier" or "man". Further specifications should be made when you recognize the unit's weapon. Especially the ingame-display of the editor's weapon name in ( ) behind the name is somehow annoying. Any unidentified human being should just be "man" (maybe also "woman" when you are near/binocular'ed enough to identify it), any as hostile identified infantry should just be "soldier" (red name). Sure, in harder modes you don't see these names. But the difficulty settings from the main menu don't say anything about how difficult your actual mission is. Even on the easiest level you can have hellish hardmode A.I. (scripting).
  9. I want to build in this feature into my maps: The player shall be able to switch off and on the default radio messages (the prefigures radio stuff: questions, orders, responses, "Enemy man 2 o'clock" and all this). The command enablesentences true/false fulfills this purpose. I want toembed this command to a radio trigger, so that the player can turn on and off the radio by pressing 0 - 0 - 0 repeatedly. I have three triggers: 1. Name: radiotrigger Activated by: Juliet, repeated Condition: this On Activation: if (RADIO == 1) then { RADIO = 0 } else { RADIO = 1 } 2. (just to initialize the variable "RADIO" and replace "Juliet" by proper text) Activated by: none, single Condition: true On Activation: radiotrigger setTriggerText "Disable Radio"; RADIO = 1; 3. Activated by: none, repeated Condition: RADIO == 0 On Activation: enableSentences false; radiotrigger setTriggerText "Enable Radio"; observer globalChat "radio disabled"; On Deactivation: enableSentences true; radiotrigger setTriggerText "Disable Radio"; observer globalChat "radio enabled"; ("observer" is a rabbit to have plain information text without the speaker being mentioned) In single player mode (editor preview) everything works fine so far. The problems are: * Only the leader of the group can use this radio trigger. * After respawn there is no chat at all any more, no matter if I activate or deactivate the radio with my trigger. 1. (How) can subordinates use radio triggers? 2. How do you create "Individual" and "Communication" radio triggers? (Startet with the key combinations 0 - 9 and 0 - 8?) 3. Why does this trigger-stuff above bug the combat chat after a MP-respawn?
  10. Edit: Oops, this should have gone into the suggestions forum :o The discovered-by behaviour is quite strange. Both of triggers and of knowsabout. Testing setup: * player is west * east group is 800m away * pitch black night * east has no nv-goggles Trigger: 1.) west discovered by east or 2.) unit (player) discovered by east or 3.) condition: east knowsabout player > 0 Each trigger has on activation: hint "discovered"; When the player snipers an enemy (800m, night, enemy no nv-goggles), any of these triggers is activated. :( There should be a difference between 1.) "side/unit notices the presence of enemy force": Should be triggered only when a unit notices in any way an own side's unit's death or discoveres a corpse. Maybe only if killer != victim to avoid falling damage and such to be noticed as enemy influence. 2.) "side/unit actually has seen an enemy": Should be triggered only when a unit sees an enemy unit with his own eyes and identifies him as an enemy. It is almost impossible to create Splinter Cell missions. Such like sneaking into an enemy base where alert-triggers only activate when from a logical point of view the enemy is detected (not only if the engine notices a dead unit). Or a sniper mission where the enemy unleashes a tank or a dangerous battle helicopter onto the sniper when he is logically-really discovered. When the sniper lies 800m away in a bush, he can not be discovered when he kills an enemy (at least not within one second as ArmA currently unfortunately does). The current discovered- and knowsabout- possibilities are not appropriate for such things.
  11. It would be great if you could grab area markers (circles and squares) by clicking anywhere within that marker area. Currently you need to grab it quite exactly in its center, which can be quite tricky when you have placed other objects in or near that marker's center.
  12. I have an A.I. infantry group and also an A.I. helicopter grouped with the leader of the infantry. The infantry leader has the highest rank of all of them. The helicopter is able to carry cargo but I don't want any infantry member ever to get into the helicopter. In some circumstances the leader commands some of his subordinates to board the helicopter though. Is there any possibility that never ever in any combatmode or circumstance the leader commands his subordinates to get in. I have tried ordergetin and all that related stuff, but though there are situations where the leader commands his subordinates to get in.
  13. roguetrooper

    Prevent AI to get in vehicle

    A.I. ignores "vehicle lock true". I have fumbled around with ordergetin and allowgetin before. Seemingly they require [] (such as join requires [] even if it is only about a single unit). The following code the desired effect. All group members except the pilot and gunners stay out of the helicopter and are not ordered to get in: {if !(_x in heli) then {[_x] ordergetin false; [_x] allowgetin false}} forEach units group teamleader;
  14. roguetrooper

    knowsabout

    A unit ("observer") should only have the highest knowsabout-level (4) about another one ("target"), when target is in the direct field of view of observer, i.e. when observer can actually see target physically. As soon as the target can not be seen by any member of the observer-group, the knowsabout-level should drop below 4. The knowsabout-behaviour of A.I. is strange. When a group patrols around with SAD-waypoints and combatmode "red" setting and discoveres a target and the target (e.g. the player) moves out of sight of the observer-group and hides at a location the observer-group can phyisically/logically not know because of the lack of a direct line of sight, the observer-group nevertheless moves DIRECTLY to the target's hiding position. Seemingly the observer-group knows the target's position up to a knowsabout-level of 1.5, no matter if they can know the target's position from a "logical/realworld" point of view.
  15. Probably this thread is both asking and suggesting. Is there a command to set the mouse sensitivity?(I've searched the wiki for combinations of 'mouse' and 'sensitivity'). For sniper missions (and anything else) it would be great if you could build such a command into the action menu. You could set the sensitivity to minimum with a single click right in the game without opening the main menu and switch back to your default mouse settings when you need your regular sensitivity again. Especially for targetting objects/units at a great distance with a sniper rifle a minimum sensitivity (= moving the mouse a 'long' distance with only little cursor/direction movement) is needed since it is about moving the crosshair only tenths of millimeters. Using the minimum sensitivity for regular controls is unpractical and using "the" (your) regular sensitivity for great-distance-sniping is unpractical as well. Maybe it would also be great if the hold-breath-function would set the mouse sensitivity to minimum while being pressed.
  16. roguetrooper

    Grabbing markers in the editor

    Or maybe it would be helpful to have the center of a marker being displayed as a small dot (in editor mode only). You could quite easily identify which marker this center belongs to even with a great amount of objects/markers on a small area. This would help alot to grab and move/modify area markers.
  17. I want a script that creates radar-dots on the map at the positions of each living east unit. Creating moving markers for known units is no problem. But here it is about units that are created on the fly. I have tried something like this, with hundred variable combinations of _m, _mn, m, mn and so on. But I just don't get it to work. The markers don't show up at all. The forEach-code is a single line in my script. Here the lines are just devided for overview. _n = 0; _mn = "m1"; #start _liste = []; {if (side _x == east) then { _n = _n+1; _mn = format ["m%1",_n]; _m = createMarkerLocal [_mn, position _x]; _mn setMarkerColorLocal "ColorRed"; _liste = _liste + [_m]}; } forEach allunits; ~0.5 {deleteMarkerLocal _x} forEach _liste; goto "start";
  18. roguetrooper

    Dynamic script for map-markers

    Thanks, but unfortunately it doesn't work. Markers neither show up for east units placed in the editor nor for those created on the fly. I have copy-and-pasted your code into a file "enemymarker.sqf" and call it with [] exec "enemymarker.sqf"; It also does not work with sqS. I've tried it with "and" instead of your "&&" as well. Does the code need to be arranged in another way (tabs, lines and such) ? I've also never understood the differences between sqf, sqs, exec, execVM.
  19. (Is there a more appropriate sub-forum for this?) This is not an ArmA-specific issue, but I'm quite interested in, since it is an ArmA feature and I see a lot of ArmA screenshots with blur. Do you play with vision blur? (The option that blurs the screen outside of the central focus.) Sureley it is a matter of personal preference. I for myself absolutely do NOT like it. In my personal opinion the blur, which is meant to increase the 3D-ness or depth, is quite unrealistic and causes some eye-ache. Sure, the human field of view is sharp in the focus only and the edges indeed blur. But the problem with it is that the human who watches the sharp/blurred picture, can move his eyes to the edge of the picture which then is their sharp focus. This focus area of the eyes remains unsharp/blurred while the eyes try to sharpen that area which is their center. This causes quite an irritation then, since the focus area remains blurred. This always makes me blink as if there was a water film in my eyes trying to sharpen that area which cannot get sharper due to its nature of being displayed blurred. This also causes some kind of sort of very quick temporal sickness or headachyness. It's the same with 3D movies. Avatar is the only one I have seen so far. The 3D elements that are meant to reach out of the screen into the audience are displayed blurred. They remain blurred even when your eyes try to focus (and un-blur) them. As said, this is a personal impression and since vision blur is optional in ArmA, everybody can use it according to his likes.
  20. roguetrooper

    knowsabout

    Maybe the discussion should be less about the actual values of knowsabout (though it's the thread's topic and chosen by myself :D ) but more about the behaviour of A.I. towards a thing they know it exists but do not know the current position. When a hostile AI group has discovered you and is engaging, and you hide behind the wall/building/object next to you and you sneak OUT OF SIGHT further away from the group, then the group should handle the object as your last known position. But actually AI deals with your current position. They do not maneuver to the object you have hidden behind, but maneuver directly to your position you have come to out of the line of sight of the AI group. I have tested this in Zargabad with its lot of possibilities to sneak away out of sight. I have exposed myself to the AI group and hided behind a building. Both with onmapsingleclick-teleportation and with moving normally the AI group knows exactly my position although they saw me only once before I have disappeared behind the wall/building. It was clearly visible with the radar-markers how AI moved directly and magically to my actual position they can not know, instead towards the object they saw me hiding behind. Of course it is helpful and precious to be able to equip A.I. with magical knowledge... but it shouldn't be the default status
  21. How is it possible to make an A.I. unit sit down and STAY seated under all circumstances? removeAllWeapons this; this setCombatMode "blue"; this setBehaviour "careless"; this switchmove "AidlPsitMstpSnonWnonDnon_ground00"; this disableAI "target"; this disableAI "move"; this stop true; +Trigger: true, unit action ["sitdown",unit] It is not possible to make this unit (not grouped) stay seated. When the player comes near him, he stands up and salutes :mad:
  22. roguetrooper

    knowsabout

    The A.I.'s knowledge about a target's position that has just moved out of the line of sight of that A.I. is much more than predicting what might happen behind the obstacle. Testing environment: 1.) A.I. group is combatmode "red" and has SAD-waypoints. 2.) The player reveals himself to that group and makes sure that the group is attacking him. 3.) Player moves behind a big obstacle so that no member of the A.I. group can see or hear him. 4.) With onmapsingleclick the player teleports himself far away into a hidden position. 5.) The A.I. group moves instantly and straight (though maneuvering and securing) to that hideout which they logically/physically can not know. When you mark each A.I.'s position with updating markers (every 0.5 sconds or so), you can see on the map how that group is moving straight into the target's position which they "can" not know. You can also keep track of the A.I.'s knowsabout-level with a hint-loop, such as: #start hintsilent format ["%1", <any hunter-group member> knowsabout player]; ~0.5 goto "start";
  23. The player is west. I want all east units to join an east general. But this code also joins the player into the general's group :confused: _exclude = [general, dummy]; { if ( (side _x == EAST) and !(_x in _exclude) ) then ([_x] joinSilent general) } forEach allunits; Meanwhile I found another method that works. But just for couriosity, why does the code above also joins west units into the general's group?
  24. I've purchased BAF and PMC by download when it was released as download-only. I've burned both downloaded files to a DVD... and since then I have them on DVD when it is about re-installation...
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