f2k sel
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Posts posted by f2k sel
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If memory serves me right the "LAND" command only puts the vehicle on the ground which it does it then throttles up again and takes off waiting for the next move command.
Try placing a move waypoint right next to the first one, I think because it's so close to the first waypoint it won't bother trying to take off.
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21 hours ago, mr_centipede said:AMD just released FSR, do you think ARMA 3 should support it? Or it's too much work at this stage of its life?
I've read somewhere that it isn't too difficult, one user reported 1-2 hrs worth of work but AM3 my be a little more complex.
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I've taken a look using mechanized group and it's really hit and miss for me so there is an issue.
Sometimes works fine, another time it stops at the next waypoint and won't move.
I've seen it complete all the waypoints and stop at the cycle wp.
I've also had it load the units after the battle but not move, I then issued the join command for each unit and it started to move again.
But if they get too far away they seem to get removed from the group and rejoin won't work, it seems to fail quite often when that happens.
I must admit I haven't a clue how to see waypoints in Zeus.
It's hard to test when things are constantly changing you don't know what works and what doesn't.
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Yea I haven't be around for a long time, I did try with infantry units and that seems ok. When I have time I'll try with mechanized group.
I don't really use mods so that shouldn't be an issue,
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Can't seem to replicate this, when AI GROUP using Cycle Waypoints engage AI they do continue for me, I must be missing something in you explanation.
AI are changing from "Aware" to "Combat" and once clear they continue to follow waypoints in "Aware" mode.
Is it a multiplayer issue perhaps.
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I messed with something like this a while back but this was for an empty plane, if a pilot is needed it might be possible to move him in later.
Maybe just attach flying plane to a static object.
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rcmw's idea will sort of work just leave the enemy pilot in the vehicle, you can make him invisible and disable simulation.
It will look empty, to stop AI shooting at chopper you can set pilot to captive.
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I'm sure the intrigger function works in A2/OA, you would just run a check and if it's not in the trigger send the group to trigger location.
you just need to change the triggername and mygroup names to match the names your using in your mission
null=[] spawn { { if !([triggername, _x] call BIS_fnc_inTrigger) then {_x domove getpos triggername }; sleep 1; } foreach units mygroup; };
Place the code in a game logic init box, or the trigger on Act box or if you know what your doing make it into a script.
I can't test so it may have errors or simply not work.
It did have an error I missed the ! out of the if command, tested in A3 and it works.
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if you remove this && from the command it should work in your case
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It's the strange case of spot the difference, I can't see it but one works the other doesn't
this animateSource ['lights_em_hide',1]; // william516 doesn't work
this animateSource ['lights_em_hide',1]; // stburr91 does work
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I found it simpler to just force a group out when needed by placing this in the WP on Act
null= this SPAWN { sleep 2;GrpA leaveVehicle vehicle _this};// change GrpA to the group you want to leave
all waypoints can be move
you place two WP's close together for the vehicle and sync it to a move waypoint for the group getting out so the truck waits until they are out.
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On 7/31/2019 at 9:05 PM, mickeymen said:No it will not work, at least stable! I tried it, AI will not constantly run under fire. Even if player will disable FSM (via editor module), ai-run under fire will not be stable.
It would be great to have careless behavior at maximum movement speed, with any stance, for any vehicles, and so on.
I issue a domove between waypoints foreach unit and set speed to full (script) so they can run in careless, better if all the AI stuff is disabled as well however there is still a bug where every now and again the AI just stop for a second or two for no obvious reason. They will continue after the freeze.
It would be interesting to know why they stop it's as if there is a timing issue.
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I find with vehicles you usually have to have a back up plan as you can't rely an AI doing what they should.
What I tried to do with FindBody.sqf was run it once just for one member of the crew, that works.
It needs a delay to allow it to hit the ground, that bit's not so simple they get stuck on things.
Then as I think you said it spawns crows (only once now) but they don't end.
That's because units are in the vehicle and can't be deleted (not strictly true) you can setpos them out then delete but not always.
That's the sketchy bit.
Even if the game removes them such as in some heli crashes they don't seem to be deleted and you can't force them to become deleted that's why crows keeps running.
What I found was after a set period of time they stop being objects and become something else.
I struggled to find an answer but eventually I found a work around, if you use
hint str (name _deadguy);// to get the default name of the unit that still works as it should
but after 20-30 seconds it changes to error:no unit (at least in the Grad with 2 crew)
I found I could trap the error and use that to end crows and the main while loop,
name _deadguy == "error:no unit";// add that to while loop check line and crows waituntil it seemes to work and they get deleted
After all that a Finder is rarely sent to the chopper the Grad is a little better, which makes sense they are harder to see and may not even exist although you can see them still there in the case of the Grad (one of them)
So like I said probably not worth the trouble.
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Well if you can live with that's great, I did mess about for a while but results were sketchy.
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BIS use vehicle in a odd way it returns what vehicle the unit is in or the unit if it's on foot.
so _deadguy in a chopper named heli would look like this
hint str (vehicle _deadguy ) ;// would return heli name
you can also use
if (vehicle _deadguy == _deadguy) then {hint "deadguy not in vehicle};
or
if (vehicle _deadguy != _deadguy) then {hint "deadguy is in a vehicle}
or
if (Vehicle _deadguy isKindOf "Air" or Vehicle _deadguy isKindOf "LandVehicle" ) exitWith {};
I did miss read you post a little, _deadguy isKindOf "Air" ect are not needed .
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OK I don't have a perfect fix yet but I think I see the issue, the bodies are still in the vehicle and due to the game engine you can't delete units while they are inside a vehicle.
You could add a check at start of findbody.sqf, this will just exit the whole script.
if (Vehicle _deadguy isKindOf "Air") exitWith {};
However I suspect this will happen with all vehicle types so a better solution is needed.
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I found the issue with LOS
_return = [_x,_deadguy ] call i_see;// returns true if finder _x can see deadguy
change above to this in findbody
_return = [_deadguy,_x] call i_see;// returns true if finder _x can see deadguy
and in los function change _a back to _b make it like this
_eyeDV = eyeDirection _b;// WAS SET TO _b
It seems to fix the blind spot and unit will go into buildings easier.
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Try his later version of the los function
Spoilerprivate ["_a","_b","_dirTo","_eyeD","_eyePb","_eyePa","_eyeDV","_abs","_boolean","_range"];
//who to see or not
_a = _this select 0;//AI to see or not
_b = _this select 1;_eyeDV = eyeDirection _a;// WAS SET TO _b
_eyeD = ((_eyeDV select 0) atan2 (_eyeDV select 1));
if (_eyeD < 0) then {_eyeD = 360 + _eyeD};
_dirTo = [_b, vehicle _a] call BIS_fnc_dirTo;
_eyePb = eyePos _b;
_eyePa = if (vehicle _a == _a) then {eyePos _a} else {[getposATL _a select 0,getposATL _a select 1,2]};
_abs = abs(_dirTo - _eyeD);
_range = if (vehicle _a distance _b < 20) then {_abs >= 90 && _abs <= 270} else {_abs >= 60 && _abs <= 240};
if (_range || (lineIntersects [_eyePb, _eyePa]) || (terrainIntersectASL [_eyePb, _eyePa])) then {_boolean = false;//hintsilent "NOT IN SIGHT";
} else {
_boolean = true;//hintsilent "IN SIGHT";
};
_booleanIt seems to work better for me now, I also had to change eyedirection from _b to _a
_a = unit looking
_b = target
according to wiki Returns the direction object is watching (eyes, or a vehicle primary observer).
I can't see why you need to know the direction the targets eyes are pointing so I swapped them
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I think I see an issue, it seems that if a body falls in a certain direct relative to _finder it can't be seen even though it's only a few meters away. It's as if there's a blind spot.
Well it looks like we may be able to adjust the sensitivity of the function I just need to go back to school and study maths.
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Something really odd at my end, all the units close to deadguy suddenly can't see the body only those far away can.
Both my old and new code, I even replaced the function with a fresh copy and still fails.
Oddly though just before script died the odd finder was moving in to a house to body without any code change.
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No problem, sometimes I just get interested in a script and like the problem solving side of the game.
As it happens I just found a code that seems to show when a unit is in a building the problem is deciding when to send a unit to investigate as LOS won't cut it.
Basically is skips the LOS and moves the unit directly to body even if it can't see it.
I could make it a random thing where it may or may not look for the body.
I notice your still using this line
if (!isnull(_finder) && {!alive _finder} ) then {_finder setunitpos "UP";_finder enableAI "MOVE";};
How can it stand up if it's not alive?
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Buildings a re a whole new problem,.
The AI don't know they're in a building unless they happen to be using buildingpos for their location.
LOS won't work even if both units are in the building.
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I suspect the trigger is not adding the EVH to units in vehicles, you may need to add the EVH to the crew
Also need to see if nearestobjects can find units in the vehicle or again we need to find the vehicles and find their crew.
I can't test anything right now I may have some time later.
Sleep problems
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
the helipad probably isn't getting deleted as the code goes to the sleep command before it lands (touching ground) so the if is never true it needs a wait until ect.
The problem with using the sleep command is that if the chopper gets delayed for longer than the sleep the the next waypoint becomes active.