burdy
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Posts posted by burdy
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Hey,
Is there anyway to disable the AI from issuing combat ineffective commands? I am trying to make a push map with respawning AI. The problem I run into though, is that the AI only re spawn when the whole group is dead - HETMAN will often times send groups with one member back behind the lines. Is there anyway I can make HETMAN send these 1 man units into combat as normal teams/disable such rest commands? -
Thank you,
EDIT : Nevermind - figured out my last question - didn't realize that (_this select) was referring to the sequence and should remain 3 (in the destroy.sqf).
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Last thing,
So trying to add a "scanner" which detects enemies within a radius, preventing you from placing the Rally - this is not working. Suggestions?
_play = _this select 0; _name = _this select 1; _markname = _this select 2; _Toclose = 0; Close = _play getVariable ["Close",objNull]; ObjVar = _play getVariable ["ObjVar",objNull]; _rallyExists = !isNull ObjVar; _distanceExists = !isNull Close; _distance = {if ((side _x == west) && (_x distance _play <= 700)) then { _play getVariable ["Close",_Toclose];} else { _play getVariable ["Close",objNull];}} foreach allunits; if (_distanceExists) then { hint "Enemy too close! Must not be within 700 meters of an enemy soldier"; } else { if (_rallyExists) then { hint "Rally already placed!"; } else { disableUserInput true; sleep 5; _name = "LIB_AmmoCrates_NoInteractive_Large" createVehicle position _play; disableUserInput false; _play setVariable ["ObjVar", _name]; _markname = createMarker ["_markname", position _name]; _markname setMarkerShape "ICON"; _markname setMarkerType "hd_dot"; _markname setMarkerText format ["%1 Rally", _play]; [_name, ["Destroy Rally Point", "Destroy.sqf", [_play, _name, _markname]]] remoteExec ["addAction", 0, true]; publicvariable "_name"; } };
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Works perfectly, thanks a lot
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Okay that works - problem is, is that everything works but destroying the physical crate - presumably because the crate doesn't have a "name"?
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56 minutes ago, jshock said:Check my edit on my first post and see if that makes more sense to you, it avoids needing the actual name of the rally. Make sure west_rally_mark is the in the form of a string with my version.
So cool, that works! I edited it a bit so I dont need to deal with making the marker names strings_play = _this select 0; _name = _this select 1; _markname = _this select 2; ObjVar = _play getVariable ["ObjVar",objNull]; _rallyExists = !isNull ObjVar; if (_rallyExists) then { hint "Rally already placed!"; } else { disableUserInput true; sleep 5; _name = "LIB_AmmoCrates_NoInteractive_Large" createVehicle position _play; disableUserInput false; _play setVariable ["ObjVar", _name]; _markname = createMarker ["_markname", position _name]; _markname setMarkerShape "ICON"; _markname setMarkerType "hd_dot"; _markname setMarkerText format ["%1 Rally", _play]; [_name, ["Destroy Rally Point", "Destroy.sqf", [_play, _name, _markname]]] remoteExec ["addAction", 0, true]; publicvariable "_name"; };
However, on to the Destroy script - for some reason everything in the script works (or I should say, the marker delete works) but destroying the object - it instead sets the players damage to 1.
_play = _this select 0; _name = _this select 1; _markname = _this select 2; _name setdamage 1; _play setVariable ["ObjVar", objNull]; deletemarker "_markname";
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[squad1, ["Build Rally Point", "RallyPoint.sqf", [squad1, rally1, west_rally_mark]]] remoteExec ["addAction", 0, true];
_name builds the physical rally, _markname puts a marker on the rally which will be used as a teleport, and _play gives the name of the player which lets the script know where to place the rally. So far, everything works up until the script not allowing me to build multiple (have not got to test the destroy addaction though).
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Hey,
So working on a rally script. Problem is, the script fails to detect the object being created, and thus wont recognize that the rally is down, allowing the player to continuously make rally's._play = _this select 0; _name = _this select 1; _markname = _this select 2; if ({alive _x } count [_name] > 1) then { hint "Rally already placed!"; } else { disableUserInput true; sleep 5; _name = "LIB_AmmoCrates_NoInteractive_Large" createVehicle position _play; disableUserInput false; _markname = createMarker ["_markname", position _name]; _markname setMarkerShape "ICON"; _markname setMarkerType "hd_dot"; _markname setMarkerText format ["%1 Rally", _play]; _name = _name addAction ["Destroy Rally", "Destroy.sqf", _name]; publicvariable "_name"; };
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19 hours ago, gangman18 said:this also happens with mcc where they show up as independent and also the 101st and 82nd dont even show up for the mcc so i dont know if its a mission problem or a IFA3 problem.also im using DCO and DRO by mbrdmn.
Yeah the factions are not properly defined - had to manually set them up as a whole new modded faction for ALIVE.
Also, not sure if you guys are aware, but the light's on the C47's appear to be local, and do not work when fired by a script (as it is local to the server), nor when fired by another player that isn't yourself in MP. The only time a player will see lights is if he manually turns them on. -
Sweet, thanks!
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14 minutes ago, Jaki said:because current scripts were made for players and not for AI
Couldn't you theoretically at least make it accessible for the AI via script commands? Cant imagine the AI bugging out too hard if you simply fired the stand up command on a c47.
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Hey,
it appears manually firing the attach commands (e.g statement = "[this] spawn LIB_G_TowAttach;";) as well as the standup, staticjump, etc commands do not work for AI. Any reason as to why? -
Hey,
So currently I am trying to make a script which counts the amount of non-player units in a vehicle, and ejects them.
if (isserver) then { _veh = _this select 0; _unit = {!isplayer _x} forEach crew _veh; sleep (random 3); {_x addBackpack "B_parachute";} forEach (units _unit); { {unassignVehicle _x} forEach crew _veh; (_x) action ["EJECT", vehicle _veh]; sleep 1; (_x) action ["openParachute", vehicle _veh]; } forEach (units _unit); };
This is what I got now - the issue is I can get the script to work without the _unit part (meaning, all units in the vehicle will disembark), however, as soon as I add that _unit part and try to keep it only AI who eject, I get a whole host of issues. -
Any leads? Every combination has failed so far
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2 hours ago, pierremgi said:If you want to reach the player who activate the action:
_this execVM "HUEY.sqf"; // to pass the addAction parameters (unit,target,id)
then in the sqf:
_unit = _this select 0;
if (triggeractivated NE_1) then { "Last I heard, that slick went down in the North-east corridor of the zone" remoteExec ["hint",_unit]}; // no JIP, only _unit concerned.
Check also your trigger activation. Try without condition.
_this execVM "HUEY.sqf"; <-- Where exactly would I put this? Put it in the direction (NW_1, NE_1, etc) triggers to no avail (as in, the script worked in the editor but nothing on the dedi), and couldn't place it in the addaction from what I've tried. -
Hey,
So I got an issue - this little script works fine in SP but not MP (dedicated). I'm aware there are some locality conflicts, but every attempt to clean it up ends in failure. I was under the assumption that the hint should still fire for the client who activates the addaction, as it would be local to his computer? Essentially, the script is a simple conversation action which should alert the player of the condition which is set in the script.
So on a few AI I have this :
this addAction ["Ask about the downed slick","HUEY.sqf"];
and in the HUEY.sqf I have this :if (triggeractivated NE_1) then { "Last I heard, that slick went down in the North-east corridor of the zone" remoteExec ["hint",[0,-2] select isDedicated,true]}; if (triggeractivated NW_1) then { "Last I heard, that slick went down in the North-west corridor of the zone" remoteExec ["hint",[0,-2] select isDedicated,true]}; if (triggeractivated SW_1) then { "Last I heard, that slick went down in the South-west corridor of the zone" remoteExec ["hint",[0,-2] select isDedicated,true]}; if (triggeractivated SE_1) then { "Last I heard, that slick went down in the South-east corridor of the zone" remoteExec ["hint",[0,-2] select isDedicated,true]}; if (triggeractivated Dead_1) then { "Last I heard, that slick's already been taken care off" remoteExec ["hint",[0,-2] select isDedicated,true]};
and despite using the remoteExec, the hint's still wont fire for the client on a dedicated. Any help would be appreciated.
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Question for the dev's - is there anyway to get the ALIVE AI Commander to be more reckless on the attack?
Currently making a little Normandy breakout mission on IFA3, and due to the size of the map I must keep AI counts low. Ideally - I would like there to be around 250 Allies V 200 Axis. The problem is, the Allies refuse to attack unless they outnumber the Axis 2:1 - and even then they still leave over half of their forces idle on the beaches. In order to remedy this, I must bump allied numbers up to over double the axis numbers, leading to a collapse in frames. Anyway around this?
As a side question - anyway to make the occupation commander stay within the bounds of his zone? Also having the issues of Axis forces finding there way onto the beaches despite spawning well inland. -
Same lag issues as everyone is talking about on the Kunduz map using all the required addons. The Atlis version is fine. Menu's lag to the point of being unplayable and certain functions such as group halo jump do not work.
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Here's some I have stored in my mp cache folder, both BIS crCTI and XROFP crCTI (you need to download XROFP addons/mod for those to work, here's a link; the BIS ones need no addons):
http://www.mediafire.com/download/3m6yp7i44qvj4s2/crcti_bis_%2B_xrofp.rar
Oh awesome - exactly what I'm looking for. What does XROFP add?
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Hey, wondering where I can find the CRCTI missions? More specifically, the ones that started you off on one side of the island (e.g Everon South - where West and East would both start off on the south end and only fight for a few towns as opposed to the whole island. Remember these being a ton of fun).
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http://s8.postimg.org/44qcvf0ud/download.jpg (229 kB)
So its been maybe 3-4 years too late... But I made a mission awhile back that I thought was a blast and have finally gotten around to sharing it.
So the mission is essentially the Tarawa invasion mission from the original content pack for the mod, but now on Peleliu. I tried to make it accessible to players with fewer numbers by adding the ability to recruit AI (at the flagpole on the starting ship). I also have added a nice day/night system , a AI counter attack system, and zone control system.
The mission has been optimized for solid performance on all PC's and has been tested at 39 players (awhile back - 39 players is the max player count).
MISSION REQUIREMENTS
- HELL IN THE PACIFIC- ACRE
(Yes I know its outdated. If anyone wants to open this mission up and replace it, be my guest).
DOWNLOAD
http://www.filedropper.com/defenses20for20peli2dcondensedpedpeleliu
P.S : I would love to get a group of guys together and place this. Let's set something up
EDIT : 9.7.15 - fixed link -
For us SP players, any chance we could get a update in the future allowing us too see where the friendly OPCOM AI are thinking about attacking/defending/etc. I feel a lot of the time I spend playing SP is teleporting around the map looking for a fight :O simply due to the fact - I don't know where my AI are going/planning movement.
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Does the coop not work with the latest update? Seems to take obscenely long for the mission to load in MP on a Dedi.
HETMAN - Artificial Leader
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Oh wow, thanks Rydygier!
I was aware of the command but totally misused it in practice.