Second
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Move ... and stay the **** there!!!
Second replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
Just great. you made me speechless Then make script ( ) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> car commandmove postion #loop ?(getpos car distance position) < 10: dostop car; exit ~0.5 goto "loop" I'm off. TV has something to offer for a change. EDIT: hopefully this atlast works! or then.... -
Move ... and stay the **** there!!!
Second replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
EDIT: Doesn't work with vehicles as you will see in the next post! Oh sorry, you were right. Has that thing changed with version 1.08? Well this works: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop man ~1 man moveto position EDIT: Yeah. My memory was malfunctioning. I haven't used dostop&domove combination in ArmA. -
Move ... and stay the **** there!!!
Second replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
I've used it alot and will keep using it untill the end Great way to manage units as when they complete their movement to position they, they go back to stop. Just remembered that dostop has one minor issue: they sort of change their facing direction while issued dostop. About 120 degrees from their original direction (i can't descripe it), so you might want to use dowatch (i don't remeber did this got cancellled when they move) or dotarget, which isn't cancelled if unit is give another target, it's like constant target as long as target is existing/alive. It would be nice to use command-orders as they are given to units, but sadly they seem to have different set rules or something. One way would be this: EDIT: Rest (which was BS) got deleted by me!!! -
I don't want this, waste of CPU. Just tweak firing ports and cargo hatches so that they can be used for actual use with multiturret option (it possible now unlike in OFP). If jackie-boy or who ever wants to walk, he can do it aswell outside vehicle. Basicmethods for defence, recon etc to AI. Me VOTES! AI is one of the biggest disapointment to many still. If it is referred to be same as in old OFP, that cannot be good PR. Result = Lots of non-buyed copies. EDIT: Was that convoy thing for VBS implented for actual use, or was it just PR-demo which didn't work or wasn't used/buyed?
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But it's great to see how poor grunt flies to orbit after direct hit But i think that it's better to use SABOT to ArmA's buildings as when building falls down it causes dammage to guite big area around it (and everyone is killed inside). And SABOT causes more damage so player needs less time and rounds to destory building and usually MBT runs out of HEs before SABOTs. Infantry = plenty -> use of HE = plenty vehicle = few -> use of SABOT = few But then again if building doesn't get destoryed with 1st or 2nd shot, in MP atleast building might be already empty of enemy (they fled) when it goes down. HE/HEAT might cause atleast some casualities to them.
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Could i add to that Robgunnatkin's list, that someone from BIS or from Black Element reads few squad-platoon leader's quidebooks. I have nothing against Dyslexci's quidebook (i'm deeply sorry if your difficult name is writen in wrong way) but official is always official. And then add all/most basic methods/tactics (whatever...) mentioned in guidebooks to this comming expansion as hardcoded features for AI. maybe optional, so that creativity has some space left... Thanks ... (sometimes i feel myself to be idiot, this time i don't know reason for it)
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That is why people should disable AI's engage possibilities sometimes (make it random... What ever, but constantly used engage-orders by AI are nothing but nuisance and surprise spoiler). disabled engage possibilities doesn't suit to some situations, such as lone snipers/vehicles which are easier prey that way. In general it makes AI much more tougher, as AI leader won't kill it's men with engage orders.
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Sorry if i sounded to be rude, i didn't mean that... I was only curious. Problem with FSMs (as well as scripts) is that, or atleast i assume that this stands with FSMs too, hardcoded AI interferes with them. Basically only thing that editor can boost with individual AI's behaviour/way of doing things is 'take cover'-method. Then there are disableai-commands ofcourse. But lots is up to what editor wants to change, some parts are better to be left as they are. Some things usually demands lots of "safety"-mechanicms (to counter hardcoded AI-methods), which makes script/FSM heavy (lots of thinking and testing) and complex. One example of this was experiment i made with "urban warfare booster"-script, it interfered only groups and it's individual AI's movement routines: issued individual soldiers to check alleys streets (and try to keep their profile hidden by building corners, when doing the check) as others were waiting that alley to be checked. Worked quite well in labratory conditions, but when script was tossed to actual combatzone with lots of elements and things to react, it failed to do anything as i had to counter some improtant combat related-areas of AI's so that they would actually do the thing asked by script. Example of another nature is defend on hill script i made. It just calculates individual AI's position relatively to it's killzone (it can see killzone so that there is not groundmaterial aka soil in between), it marks that position to "memory" and when group is given signal to move in to positions, individual AIs run to those positions which they are "assigned". Works like dream and is effective as what. But what makes it effective and working is that mission designer desides when that script is used. It could be made "hardcoded", but then there would arise lots of new problems, which are now to be resolved. There are easy and effective ways of boosting something but something maybe would be better to leave untouched. I'd say that more closely thing is related to combat, then more difficult it is to change and still keep AI workable and effective. It's easy to write "talk crap with your friend, when your in safe mode"-script, but hard to do "tweak performace in some task and yet keep overall combatskills of ai functionable"-script. Overall there are quite few scripts and FSM, that actally affects to AI and how it does things better than before (in fact i can't figure out any). I would quess that some others than me have noticed same thing: AI is easy to break but hard to boost/tweak. But i'd quess, there are ways to edit engage-routine to somewhat what Ezekiel said, and atleast seems that it can be done with relatively easy... Or then not... Depend of one script command, which seems to be not yet implemented: movetarget is the name of that command. But attention everyone: Don't take too seriously what i write. I'm only amateur comparing to some geniuses in these forums, kinda old-and-stiff type of scripter as i haven't even tried to write functions and only looked at FSMs (naah. those won't do anybetter than old and reliable scripts )... Not very good in math, mildly stupid and so on... So if some of you BIG scripters read this and deside to critizice it, i have only one request: Please don't crush my slowly growing boldness of "i know things"... Atleast complitely Now exuse me. I go back to write my recon script to give AI proper ways/methods in conducting recon. Intresting to see how that ends up.
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@Walker: That ending part was great. One of my dazzeling moments was when i played one of my missions where awful amount of artillery was used. Mission lasted about 30-40 minutes and there was no still moments, firefights and artybarrages from start to end. I had lied down and shot only couple enemies in that whole time. No space to move, as i had only small fortification shared with my AI pair, and not wise to stand as enemy pounded us again-and-again with artillery because attack was stucked (suppression scripts were used so the AI didn't have that much desire to commit suicide). I issued about 4000 arty shells for both sides (self made mission) and they used them complitely during mission + uncounted amount of bullets. Battle was nothing but *KA-BOOM*-*KA-BOOM*-*KA-BOOM*-*KA-BOOM*-...couple seconds brake and then again...*KA-BOOM*-*KA-BOOM*-*KA-BOOM*-*KA-BOOM*- With gunshot-sounds as backround. When gun sounds faded and enemy attack was halted to second line of defence (i was part of first), the feeling was just... weird. Can't describe it better. I was just looking at monitor, exited ArmA, shut down computer... I heard impact sound in my mind (a stressful sound indeed). This moment was defindely my highlight moments with ArmA, it just hit me speechless. Things like joy or happiness wasn't involved, just idea of: "Damn... i made it."
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It registrates bullets quickly if used with script and checking for every 0.001 seconds (or something like that) are there bullets near by (bullet is fast so script needs to as fast). If you used it with trigger, then it's not usable as triggers checks it's codition in much slower tempo, only every 0.5 seconds if i remeber it right. Other way: One way is to use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">behaviour leader == "combat" in triggers condition-field. But it works only when groups behaviour is set to aware. And that trick can't be used to detect just bullets. If they spot enemy or friendly unit is shot and they are aware of it, then their behaviour automatically is set to combat also. So it easily leads to undesired results... usefulness of it is dependant of what you want from it. That way i mentioned before is very good and simple way to detect actual bullets, but it needs a simple script, trigger wont do. One way would be to do it with eventhandlers, but i think that it's more complicated that way (needs scripting too).
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Well... hmm... There are events such as these. Piercing optics, some other (classified) weakpoints in armor, gunshield... I mention (again) about test shootings at T-72: 30 mm BMP-2's AP-rounds went thru frontal armor of turret (don't know how many was shot, but couple went thru), causing massive amount of damage inside vehicle and finally exited thru commander's hatch. M3(A3 if i rememeber right) Bradley has been disabled atleast once with 12.7mm machinegun. T-72 disabled with .50 cal mg seems quite stupid if it's capable to do that... But odd that T-72 doesn't prove to be any tougher (even weaker) with those bullets and still it performs remarkebly better against many other ammos. Yes, it's bit odd. Not sure is it bad thing (after fixed) as there seems to be something new-aspects in armor values... atleast hoping for it.
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There are some issues with ArmA animations, which can have negative affect on performing in fast situations (mostly issue is with sprint)... I'd guess that to "true" ctf-player those issues are severe. couple such as this: -if looking at ironsights and trying to sprint, sprint halts after few steps and animations continue as walking and looking thru ironsights. This has caused few "brown underwears" to me -After hill (which slows character's speed to jog/walk) player needs to make charater to sprint again. I can't think that these kind of things would be such bad as people are claiming (if it's this what they are after with broken animations... And aren't those fixable with new keybinds or something?). But people are critizining even smaller details to be gameruining. OFP was free of these. It's animations were... hmm... stabile. You pressed some key and you could expect with 100% that character did what that key was told to do. But then again ArmA has taken some great steps forward in animations, such as fast hit-the-deck animation with AT-launchers (OFP's worst animation-problem).
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Yup. I Don't MP atall these days. Couple months ago atleast little bit, usually it was CTF or capture&hold, but not anymore as maps became boooring. I tought that JIP in ArmA would boost my desire to play MP but seems that it can't save the simplicity and un-imagination of current maps. Well, i can live with it fine. I'm more SP person or MP in LAN-person if given a change.
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That is not working either... Either i spelled that in bad way, or you are doing something wrong. 1. Make 'get in'-waypoint and give stryker 'load'-waypoint and syncronize them. 2. Put into 'get in'-waypoint's OnActivation-field this: inside = true 3. create trigger which has in it's condition field word (and only that word, delete 'this' ): inside 4. Now trigger activates when leader considers that everyone (who fits inside) is in vehicle. Does work. What ever way you choose to try. I give you a hint as i assume that you are beginner in this: Put some some music and text and you should see the results as soon as trigger is activated. Try it in empty map so you don't waste time on test-playing mission and noticing that there's bug in the end of the mission. I have wasted something like half of my test-playing hours (which is alot) because i don't learn that lession.
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I would guess that it is 'destrtype' (which is refering to type of destruction). 'Fencewood' object doesn't have anything specified, so i quess it has same 'destrtype' as with buildings. Intresting thing is that i tried to create fencewood2-addon that was identical to fencewood-object and added 'destrtype = destructiontree' (should fall to it side, i quess). Addon didn't work, no errors displayed but game just didn't just create object... and this happened only after i added that destrtype to it (worked well before that). I was lazy and didn't add it to object menu so i needed to use createvehicle. But i am addon-newbie so it might be just me. Ps. Am i hearing strange voices, but when hitting sandbag-walls with bullets i get sound of bullet hitting metal... or did i just mix something? Pss. Oh and they just don't disapear (atleast in my ArmA): They blow up (flash and crumbling), like building... Units near by might get killed because of it. Is this correct (don't know if some addon mess it)?
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Suppression scripts which i made have two mechanism to do this. another way is pretty easy and another isn't that easy. (you find them by searching this same section of forums... suppression script pack is the name) Easy way is to make small script that uses 'nearestobject'-command and searches for specific ammo-classnames near the unit/group. If mission hold's large variety of weapons, then each ammo that all those weapons uses need to added to list... Here's one example. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> bullet = nearestObject [(man), "B_545x39_Ball"] ?(bullet distance (man)) < 30: hint "we have been fired upon. Another way is better as it's compatible with each kind fast flying objects. Here's small example, which wont function with only this code sample! And there might be flaws in it, as i edited it to be bit more readible. Also this way doesn't care who shot the bullet, important is the direction where bullet is heading : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop1 _lead = getdir leader _grp _nObject = position leader _grp nearobjects 40 _count = count _nObject #loop2 ?(_count < 0): goto "loop1" ?(_b >= _count): goto "loop1" if ((speed (_nObject select _b)) > 200) then {goto "loop2.1"} _nObject = _nObject - [(_nObject select _b)]; _count = count _nObject; goto "loop2" #loop2.1 ?(sin (getdir (_nObject select _b) - _lead)) > -0.80 and (sin (getdir (_nObject select _b) - _lead)) < 0.80 and (cos (getdir (_nObject select _b) - _lead) > 0.30): _nObject = _nObject - [(_nObject select _b)]; _count = count _nObject; goto "loop2" #Loop3 hint "we have been shot at" Obviously now that i have learned more about ArmA commands i notice that there are couple of things that could have been done differently. If you don't know much about scripting skills, i might help you out with it
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I agree. Ordering AI to gear-up is nightmare in combat. System itself is very good (that gear page) but maybe by adding every pickable weapon and magazine to equpiment list from where player can choose what is needed to pick up. That list would consist of equpiment in maybe 300-400 meters distance. Like combining new system to OFP's system (which was quite pain in the ass itself because of constant action-menu surfing... I'm not missing that either) Giving them list of items they need to fetch, like: "PKM + two mags, one timed handgrenade and one mine", would be great. They would have the list of items which they then would search on their own. Right now player is instructor and not leader: "move to that corpse, check it... Not the thing you needed. Now check that corpse... Nothing!... Where is the next corpse? Did i disable command view... Oh yes i did " Expacely when checking corpses this new system gets bad.
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Look at here LOS Subject And look at parts where boundingbox is mentioned. (Look at Blanco's reply. I think it was 2nd in order. Pretty many objects are consideret to be much bigger by AI than they actually are to us. I tried to use graves ( HEY! I might be graverobber, but their color fits to most terrain! ) as foxhole's fragmentwalls, but it was disaster because of the same thing. i even left 1 meter of free space to spot where they are expeted to shoot, but no luck. Attacker noticed defender from about 30-40 meters. But defender didn't see attacker until it was in distance of 3-5 meters from him, and shooting at him. That what dear member Donnervogel said seems to be true. Closer AI is from some (bad-)object more blind it gets. Doesn't apply to all objects (like actual fortification-objects), but in overall damn too many. This might cause whole urbanwarfare blindness issue.
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or you may try this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(({not( _x in Stryker1) }count group Leader1) == 0) ...i think that it should work even without the "alive _x" condition, because dead units should be automatically removed from the group - but sometimes that can take few seconds (i think the unit is removed from the group after its leader finds out that the unit is dead). There might be mistake in here: Group need to be replaced by units. Group can't be count, but units can SO: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(({not( _x in Stryker1) }count units Leader1) == 0)
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'in'-command doesn't work that way. You can ask only individual soldier, not groups, to be in vehicle with it. One solutions is this: groups uses 'get in'-waypoint to get to stryker and on waypoint's activation-field you type something like: GroupLeader1InStryker = true or gogo = true (word doesn't matter). then make trigger and put to it's condition-field this: GroupLeader1InStryker (or the word you choosed to use). Now when all existing units are in vehicle (waypoint is completed) activation-field turns that word to true and so trigger gets what it asks (and activates itself). There's other ways too (not requiring waypoint for Leader1), but i don't have time to explain and test it (so that i know i'm not talking BS).
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No, you are not BIS: You can make miracles
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Is getting line of Sight possible in anyway?
Second posted a topic in ARMA - MISSION EDITING & SCRIPTING
So. Is there anyway to get line of sight from spot A to spot B and detect that is there anything that will break it (mostly conserning buildings). I'm trying to give AI possibility to detect building corners (where AI should then move) so that they could seek for betters positions for firing and watching and maybe even work more cautiously when crossing corners or turning in corners. I'm trying to do it with objects (timed handgrenades) which are set to fly in fast speed (velocity) from A to B and after short time they get deleted... It works somehow but results are gained slowly and they are mostly unreliable (i don't know a way to detect collosion of handgrenade and some object) + It doesn't look or hear very nice when grenades are flying and bounching from walls. -
Is getting line of Sight possible in anyway?
Second replied to Second's topic in ARMA - MISSION EDITING & SCRIPTING
It was more like experimental project for AI. FSM would do much better, but positive effects of my project were so small to AI that it has no use (more like eyecandy). Requires many AI-features to be "shut down" from AI to make it cooperative and that has severe setbacks. In general: I did create item (bullet) that flies almost like laserbeam (In very straight line). But it goes thru bushes and such. To prevent that from happening, i'd quess that it would require to use laserbeam (laserdesignator's ammo) or objects that uses laser's simulationtype (laserdesignate)... But seems that laser's simulationtype is kinda "locked". No setpos works and no setdir works. And i'm not sure is it even kind like "hidden" from scripter. Doesn't return classname forexample, if my memory serves me well. Hmm... Other thing would be to make invisible object that has laserdesignator as weapon, and it would be used to get LOS. Can that be done? Anyone? -
What is? That what i said about? I would be happy to hear reason, as there's always something to learn more, if you were referring to my text. Or are you referring to that situation explained in the_bengine's text? That they give accurate position of player which is behind hill? That i'm not denying. Just gave an example, to show that vehicle can be led by grunts.
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That BMP in Blood Sweat & Tears, is part of infantry group. What infantry on foot hears they "tell" to vehicle. Vehicles are quite a deaf on their own. That is realistic if leader can give even somewhat accurate position via radio to vehicle: "Enemy soldier in 30 meter in left side of rock". Or something like that.