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fortun

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Everything posted by fortun

  1. Example mission seems to have some errors when starting
  2. You should test with setcaptive command on blufor and see If that may be the problem
  3. fortun

    Vcom AI V2.0 - AI Overhaul

    Just some update on the setcaptive. Seems i had seen wrong about that they were it. However, they are civilians. It works well without the vcomai, then they are not shoot by their "keeper". But Having a soldier that has "dowatch" on one of the hostages and is like 1500m away. I have VCOM_AIWarnDistance = 500; But then when i shoot some enemies futher away than those 500, after some minute, they start shooting the hostage that is Civilian. Why is that? _Is testing the vcomAI on my mission now, looking for some bugs to report that i might find, so maybe updating this reply later with more if i find._ However, vcomAI seems a step closer to better AI, well done! Bug 1: AI shooting civilian hostage, that the player in the mission is to save and extract. This has happend to me 3/3 times now. Further away than the AIwarndistance. Happens a little after im detected. Never happens with original AI. ///This MIGHT have been caused of another unit that somehow unlucky was hitting the Hostage/Civilian with bad aiming, checking it out further *Update on this one again. Did watch this one again with Camera and a friendly AI getting detected while i was watching the hostage the whole time. So. I have one Hostage that is Civilian placed (no setcaptive since its not needed with civilian). Guarding the hostage i have one enemy (OPFOR) that has "dowatch" on the hostage. The hostage is also placed in "Surrender" animation. This seems to work until i or my friendly unit (BLUFOR) gets shot by the enemy. Even though they are much further away than the "AIWarnDistance" they still react when one of their own OPFOR forces starts to shot. Even though they not in same group or is within "AIWarnDistance" (Look Bug 3 also). So when one of their own starts shooting a BLUFOR (Still further away than the "AIWarnDistance") it takes some secounds and then the "Guard" to the hostage starts to kill the hostage with some slowly placed shots on him. This breaking the mission completly. So, in short, When BLUFOR is detected and shot at by OPFOR, even if it is further away than "AIWarnDistance", the Guard (OPFOR) that watches the Hostage/Civilian and has "This Dowatch Hostage" start firing on the hostage after a short amount of time. This breaks the mission. However. It works perfect with Vanilla AI which is kind of sad since this AI mod seems great otherwise. Bug 2: AI seem to be alerted even if im one hitting a enemy with a SILENCED weapon with one shot within "AIWarnDistance". Also if they survive 2 shots for max 2-3 sec and the rest doesen't, enemies 200 meters away start running towards me that is behind hills, even though they have not heard or seen a bullet. Bug 3: "AIWarnDistance" doesen't seem to apply when enemy starts shoot. When the enemy starts shooting at you (even with AIWarnDistance 100) is alerted even though they are like 20x that away from you they start running towards your position. Ignoring the "AIWarnDistance" Bug 4: This seems also to do other weird things with the Civilians that is hostage when OPFOR detects or starts shoting BLUFOR. They could for example start from being "Enablesimulation off" to be "on" and start to run around, roll around and acting like a soldier, doing weird animations with weapon even though they don't have one. I think its when the Enemy starts shooting at you, when all this weirdness starts. Have tested it like 50 times with vanilla AI. Everything in the mission works. But with this, it seem to interfere with more things. As i said, the Hostage can suddenly start to run around even if they have "simulation off" and is set into a "surrender" animation. The Opfor could also start shooting them randomly when any Blufor on the map is detected. As i said, even if they further away than "AiWarnDistance". That doesen't matter it seems. So somehow, when enemy starts to fireing at me or another BLUFOR, things starts to go into madness
  4. fortun

    Briefing image getting cut

    Would love that, atleast to have some bigger picture in the mission to view. The limit seems to be the width that gets cut off
  5. Then, there must be a bug in the script, cause not any of the units has helms, not even the soldiers. Just bandanas. And the hostages is just civilians without anything at all except clothes.
  6. fortun

    UAV Briefing / Intro

    Anyone know how to change to more markers? For example "a3\ui_f\data\map\markers\nato\b_inf.paa". Where can i see more than those markers and use them? Don't want to have the same marker on all things. Couldn't unpack the ui_f either to see whats inside it. So anyone knows of how to see the different markers you can use?
  7. fortun

    Vcom AI V2.0 - AI Overhaul

    Is it a bug that the AI shots captive players? Having a Hostage mission in which this script completly destroys it by shooting the hostages.
  8. Thanks for the help! However. Seems like still trouble When put like this // Ready! hcam_active = true; _camOn = false; // start cam-update loop while {not isNil {hcam_cam} and {not isNull hcam_cam}} do { // destroy camera and cancel the loop if player closes the liveFeed or takes off his tactical glasses. if ( !( (goggles player) in hcam_goggles ) ) then { { i get error on Input.sqf Line 35 Hcam_cam Undefined Variable. Edit* Seems like the error above was because i tested it to early before it loaded correctly However Also, is it possible to make so that not all of your group members are "viewable" in PIP? I have a hostage mission, and i don't want to be able to watch the hostage in PIP. Seems that the vehicle view is not working either (Just some things i noticed while playing through my mission some times)
  9. Hello again. Thanks for answers. As i understood, for the script version you don´t need the CBA? Using it for one of my mission. However. Line 67, unknown variable. Seeing it everytime with -showScriptErrors Also in your test mission that is with the package. Tested on two different computers. Happens everytime when trying to close down the PIP with alt + * Also, seems as its not working if you have saved a mission and loads it again.
  10. fortun

    AI Discussion (dev branch)

    The AI is so plain stupid after using it for some days now. It makes me sick.. I also did a video on it now how the AI just don't care at all or spots anything while looking Later after the video, i also set him to run to them. He only spotted 2 of them, they were like 5 guys of them shooting from maybe 50-100 meters away.. Also noticed that AI is drawing the pistol in the most dumbest situation EVER... This also happend later in the mission, i sat him on a mountain, scouting enemys down below 500 M away. I spotted them but he still had his Pistol and never changed back to his primary weapon. He were just laying there on his fat ass doing nothing while having enemys shooting at us and i spotted them. He didn't care. Just laying there doing exactly nothing. Also i sent him to another guy that was shooting at him in daylight, shooting at us. When he were 20 meters away, he eventually spotted him and killed the enemy. And it was morning light (like 06.00) plain sight. The AI needs a real real revamp and much work on. As of now, they're just a burden.
  11. fortun

    FHQ TaskTracker

    Thanks for the update! This is a good and easy tool to use once you learn it i noticed. However, instead of getting the "Task name" as Popup/hint text (Fixed in the latest update) it is now instead "Task Long Description" that is shown. This is how i get it ///First task in Briefing.sqf that is executed in Init.sqf [ west, // Filter ["Task1", // Task name "Do the insertion <marker name='start'>here</marker> and then make your way to the next objective", // Task text in briefing "Insertion with boat", // Task title in briefing "" // Waypoint text // Optional: Position or object // Optional: Initial state ] ] call FHQ_TT_addTasks; sleep 1; ["Task1", "Assigned"] call FHQ_TT_setTaskState; [color="#0000CD"][b]>>>>>This task shows Short Description as Hint/Popup, maybe because this is first task and shows as popup/hint first when i execute "["Insertion", "Assigned"] call FHQ_TT_setTaskState;" Code? <<<<<[/b][/color] //// Secound Task [ west, ["Task2", // Task name "Infiltrate the <marker name='host'>chapel</marker> and get back our pilot, expect resistance!", // Task text in briefing "Hostage situation", // Task title in briefing "Bajs", getmarkerpos "end", "created" [color="#FF0000"]>>>>This one is showing in Hint/Popup by using Long Description instead of Short Description<<<<[/color] TLDR Instead of the Hint "short Description", now hint "Long Description is in the popup, so you will get massive of text in the popup/hint that you written for Long description
  12. Is there any way i can get objectname of the object i am aiming at? Like "Getobjectname Cursor"? I want a mission where i can have a "Dotarget" command on the object am aiming at. For example when i aim at a soldier i get his name in a code? I want to to a script where i can use "Dotarget" on Enemys so my friend can see them for like 20 secounds. I used "object findNearestEnemy position" But then it automatically finds the enemy that i see even if im not aiming at him. I understand that i need to also use some kind of "Addaction "Mark target"" to execute the code on the soldier probably. TLDR I want to make command that Target Enemys that im aiming at for my friend with using the scrollwheel Action bar.
  13. fortun

    FHQ TaskTracker

    I didn't meant that as an offensive comment or that you have said anything, its the limitation of my english language hehe. What i meant was that i would check it to see that im not saying anything wrongfully. However, i just did a test. Was using one of my old missions with a fhqtt.sqf that is back since september against the new version of fhqtt. And it was different as mentioned. With the old, everything worked fine, i got the "Task short Description" in the hint/popup box instead of the "Task name". With the newest one, V2, i got Task name in the popup instead.
  14. fortun

    FHQ TaskTracker

    Thanks, however, im pretty sure it was like that. The taskname you had was like obj1, obj2, obj3, ojb4 so you could easily remember and script the call FHQ_TT_setTaskState; without having to remember so much. Thanks for the help btw. Going to try an old mission to see that im right, coming with an edit soon
  15. fortun

    FHQ TaskTracker

    Thank you man! Really appreciate it. I got the 1st problem to work, as you said, i did this [ west, ["Error", "This is a bugged task, don't worry!", "error3", "created"] ] call FHQ_TT_addTasks; sleep 1; <<<< If no sleep, then it still won't work, so 1 sec sleep ["Error", "Assigned"] call FHQ_TT_setTaskState; <<<< This was the bit that fixed it as you said. Now i get it to assigned even if it is first task So that one is working. This is the name i got in the hint/popup So if i name it Taskdestroy1 and does like this [ west, ["Taskdestroy1", "Long description shown in tasks", "Short description that should be shown in the popup/hint", "created"] ] call FHQ_TT_addTasks; But still, the popup/hint shows Taskdestroy1 as hint text. As in this Hint http://friedenhq.org/wp-content/uploads/2014/01/arma3-2014-01-14-00-56-07-521-990x576.jpg Where the text says Return to LZ the name Taskdestroy1 instead is displayed. When it should be the short description to be displayed if am not wrong? So the error is that the Taskname is what is in the Hint/popup instead of the Shortdescription text. This make it much more complicated to make tasks since i need to end it with like this [ west, ["Task names that also is displayed in the hint", "Long description shown in tasks", "Short description that should be shown in the popup/hint", ""] ] call FHQ_TT_addTasks; sleep 1; ["Task names that also is displayed in the hint", "Succeeded"] call FHQ_TT_setTaskState; What i remember, it should not be like that? It wasn't in the earlier versions i think?
  16. fortun

    AI Discussion (dev branch)

    Changed to the devbranch yesterday. I do not use any mod or such. I think the AI was a little better. But some things that i noticed was 1: Seems like sometimes the BLUFOR AI can't recognize the OPFOR AI, so it just stares at the enemy and does nothing. I have even seen my blufor walking up to the Enemy standing in the face of him (using "allowdamage false") and just aiming at him and not shoot. This have happend in my mission 4 of 10 times. (My mission is just simple and has no AI configuration of Mods in it) 2: This also happend in a village BLU is supposed to free a hostage from. One of the OPF AI just stares at us from his position and just wait until we kill him. 3: My BLUFOR group mate (AI) that is with me on the mission (its a coop mission that im testing with AI) have several times even though the enemy is near and nothing in the way, not reported any enemy. Its like he is not seeing the enemy. They have shooten at him from like 20 meters away and he just stands there, not reporting any Enemy or shooting back at them. Its like an invisble wall or something that does so he can't see them. This happens like 1/10 AI enemy he meets. 4: Also noticed that my Group AI has hard time spotting a enemy even though its free view to the enemy. Then i always need to order him closer until he spots them. This could be like 40+ meters away and medium/good view of the enemy. Before in the Original (Not dev branch) this never happend to me as it does now. These things started since i updated to dev branch i think. 5: When i order to engage a enemy Unit, my AI teammate is doing it so stupidly. He starts sometimes to run around, going forward and backing up and doing crazy things. All but not engaging the enemy. This always happens when i put it in engage mode. This what i remember were also happening in the Standard branch also. The AI reacts very crazy to Engage orders. Thats some feedback from me on the latest Dev branch update. These are the things that im having most problems with about AI for now. TL:DR *AI have hard time seeing enemy even if they are in clear view or enemy shooting at them *AI can sometimes just stare at enemy and not doing anything even if you move up to them, they just stare and not shooting, just waiting to get killed *Ordering AI to engage is just going to get him killed, just doing crazy stuffs and moving back and forward not attacking at all
  17. fortun

    FHQ TaskTracker

    Anyone? Is a sitting duck here. The popup will still not display on the first created task. *Edit: Also seems like if you are captive, you will not recive any task at all. But thats maybe how it should be? And as earlier, the first missions also uses "Task Name" as "Hint Name" in the popup. Think this could all be connected maybe.
  18. fortun

    FHQ TaskTracker

    ***Fixed*** Seems like it works now, to 80%. 1: I can't start the mission with a script that starts a task, then it will not popup for me. For example i can't start a task on missionstart from init.sqf or from another sqf file that starts. 2: The name that is in the popup window that should be what i remember "Task Short Description" is now the "Task Name" instead, so if i name it something like "task1/task2" or as in the Readme "taskDestroy", then the popup will use that name instead of "Task Short Description" name, it does not look so nice to have a popup that says everytime "Task assigned Task2" and so on. Anyone knows how to fix that of if it is like that now? *Update on this on, it seems like the first task whatever i do, never popups. Even if in a trigger/script whatever. It just don't popup. It still is visible in the "Tasks" if you press "M" but no popup so you know that you got a new task. The secound one does however seem to work everytime. Using this code right now in the first trigger [ west, ["Destroyh", "Lang test", "Kort text", "Test", getmarkerpos "test1"] ] call FHQ_TT_addTasks; Here it seems like i am stuck. Can't get the first task to show up. The task that follows after the first works perfect, just that it has the problem as in #2
  19. update! *GOT EVERYTHING WORKING!!! Hello! Was working on a mission in August/September. Was just in beginning learning how to script. But after that i have had a pause until now. Seems that some scripting functions must have been changed or something, cause im getting errors now that i didn't have before. 1: I was using this script for hostage rescue http://www.kylania.com/ex/?p=11 I use the same code _per = _this select 0; // Person who had the addAction _ldr = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction // Group given in the arguments section (ie: [POWS] _grp = _this select 3 select 0; // Remove the rescue option _per removeAction _act; // Join preselected units (POWS) to callers group, silently. {[_x] joinSilent _ldr} forEach _grp; But now, it gives me this error {[_x] joinsilent _ldr} for each |#|_grp; Error undefined variable in expression: _grp line 12 Screenshot: http://i.imgur.com/rm2vHiP.jpg 2: I was using the UAV script http://arma.kodered.de/blog/%5Bhow-to%5D-showcase-intro-sat-maps.aspx But now, is also seems to have some problems The code i use for UAV camUseNVG true; // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; true SetCamUseTi 1; [ markerPos "Church", // Target position (replace MARKERNAME) "Church with enemys", // SITREP text 100, // 400m altitude 100, // 200m radius 0, // 0 degrees viewing angle 0, // Clockwise movement [ // add Icon at player's position ["\a3\ui_f\data\map\markers\nato\b_inf.paa", _colorWest, getPos T2, 1, 1, 0, "Tim", 0], // add Icon at enemy/target position ["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "Church", 1, 1, 0, "House with enemys", 0] ] ] spawn BIS_fnc_establishingShot; Screenshot: http://i.imgur.com/KySltTE.jpg Please help!
  20. Thanks! Seems like i had somehow deleted POWS = [p1,p2,p3,p4]; in the init. Also, for question 2, a name was changed in the script which did everything caotic. Thread can be locked, got everything working! :)
  21. Hi! Im using Focks guide, but he has still not yet given out the multiplayer part. So since im doing a CO-OP Mission, i would like to know how i can get scripts to work on both players. For example. Its me (Name in editor: Frank) and my Co-op Friend (Name in editor: David) So, i did a simple script where it shows the nearest enemy of the player. Test.sqf Then i have in the init execVM "test.sqf"; Its working perfectly, of course for me. But, its probably not at all going to work if we play togheter online because i want "Player" to use it, and since we are two players, how would it know who is the one and also check the separate players for the nearest enemy and show it? So, if i want the script to find nearest enemy player for "Frank" and for "David", separatly and show it, how could i do that in the best way? I guess i just could do a repeat of that script and just change name in each of them to "Frank" (instead of player) and to "David". But that can't really be the right way to do it, right? Cause if i have like 50 persons, it would be a hell to make separate scripts to all of them ^^ I just started scripting yesterday, so it may not look good. But i am doing this for learning. And i think there are others who maybe wants to know too. Thanks!
  22. Thanks! Have been thinking about how i ever could learn how to script, until i found your guide. Have been sitting with in some hours now reading and testing. Now i can do some easy scripts my own that i never thought i would be able to do! Many thanks, waiting for the Multiplayer part since thats the mission im doing, trying to make a Co-op mission but don't really know what i should use instead of "Player" hehe Keep up the good work
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