Jump to content

CheyenneAH56

Member
  • Content Count

    57
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

74 Excellent

4 Followers

About CheyenneAH56

  • Rank
    Lance Corporal

core_pfieldgroups_3

  • Occupation
    Technician

Profile Information

  • Gender
    Male
  • Location
    French Riviera
  • Interests
    Aerial Firefighting ; Aircrafts ; Helicopters ; PC Game ; Cooking

Contact Methods

  • Youtube
    https://www.youtube.com/channel/UCXjjoExS3HSXAt3SbMu-NRQ

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. CheyenneAH56

    Dog walk script

    Thanks a lot for your help. I'll try to modify some parameter and use your method to change anim. I thought that PlayAnimNow was enouth (not PlayAnim). ;D See Ya !
  2. CheyenneAH56

    Dog walk script

    Hi Johnnyboy; small questions : I developed the script and it works well, but I have two small problems ! the first is that the dog, who is an agent, is not subject to collisions and literally crosses objects (houses, walls, etc.); the second is that although I can define a destination, the dog constantly changes direction between the starting point and the destination position, sometimes it goes to the opposite for a hundred meters before returning on the destination position randomly. I tried to use unitName disableai "PATH" when the dog faces the destination position, using BIS_fnc_inAngleSector, but it does not change much to the deal. Do you have a solution ? Here is my script / Try it ; call this script with player and put an injured civilian near him Alpha script _Master = _this select 0; _DogAgent = createAgent ["Alsatian_SandBlack_F", (_Master getRelPos [1, (getDir _Master) + 35]), [], 5, "NONE"]; _DogAgent setVariable ["BIS_fnc_animalBehaviour_disable", true]; sleep 0.01; _DogAgent playMoveNow "Dog_Sit"; _DogArrow = "Sign_Arrow_Large_F" createVehicle position _DogAgent; _DogArrow attachTo [_DogAgent,[0,0,7]]; _DogArrow2 = "Sign_Arrow_Large_F" createVehicle position _DogAgent; _DogArrow2 attachTo [_DogAgent,[0,0,14]]; _DogArrow3 = "Sign_Arrow_Large_F" createVehicle position _DogAgent; _DogArrow3 attachTo [_DogAgent,[0,0,21]]; _markerstr0 = createMarker ["Mk_victim", [0,0,0]]; _markerstr0 setMarkerShape "ELLIPSE"; _markerstr0 setMarkerSize [5,5]; _markerstr0 setMarkerColor "ColorRed"; _markerstr1 = createMarker ["Mk_Dog", [0,0,0]]; _markerstr1 setMarkerShape "ELLIPSE"; _markerstr1 setMarkerSize [3,3]; _markerstr1 setMarkerColor "ColorBlue"; _markerstr2 = createMarker ["Mk_Dog_expt", [0,0,0]]; _markerstr2 setMarkerShape "ELLIPSE"; _markerstr2 setMarkerSize [5,5]; _markerstr2 setMarkerColor "ColorGreen"; {_DogAgent enableCollisionWith _x} forEach (nearestTerrainObjects [_DogAgent, [],200]); //does not work sleep 2.00; while {alive _DogAgent} do { sleep 0.01; _entts = _DogAgent nearEntities ["Man", 50]; _vctmList = []; sleep 0.10; {if ((getDammage _x) > 0.1) then {_vctmList pushback _x;}} forEach _entts; sleep 1.00; if ((count _vctmList) < 1) then { if ((_DogAgent distance2D _Master) > 10) then { sleep 0.01; _DogAgent playMoveNow "Dog_Run"; }; if (((_DogAgent distance2D _Master) > 5) && ((_DogAgent distance2D _Master) < 10)) then { sleep 0.01; _DogAgent playMoveNow "Dog_Walk"; }; if ((_DogAgent distance2D _Master) < 5) then { sleep 0.01; _DogAgent playMoveNow "Dog_Sit"; }; if ([position _DogAgent, getDir _DogAgent, 30, position _Master] call BIS_fnc_inAngleSector) then { _DogAgent disableai "PATH"; } else { _DogAgent enableai "PATH"; }; sleep 0.01; _DogAgent moveTo (getPos _Master); } else { if ((_DogAgent distance2D (_vctmList select 0)) > 10) then { sleep 0.01; _DogAgent playMoveNow "Dog_Run"; }; if (((_DogAgent distance2D (_vctmList select 0)) > 5) && ((_DogAgent distance2D (_vctmList select 0)) < 10)) then { sleep 0.01; _DogAgent playMoveNow "Dog_Walk"; }; if (((_DogAgent distance2D (_vctmList select 0)) < 5)) then { sleep 0.01; _DogAgent playMoveNow "Dog_Idle_09"; _DogAgent playMove "Dog_Idle_Bark"; }; if ([position _DogAgent, getDir _DogAgent, 30, position (_vctmList select 0)] call BIS_fnc_inAngleSector) then { _DogAgent disableai "PATH"; } else { _DogAgent enableai "PATH"; }; sleep 0.01; _DogAgent moveTo (markerPos "Mk_victim"); sleep 0.01; "Mk_victim" setMarkerPos (getPos (_vctmList select 0)); //victim position sleep 0.01; "Mk_Dog" setMarkerPos (getPos _DogAgent); //dog position sleep 0.01; _Expt = expectedDestination _DogAgent; //dog expected destination "Mk_Dog_expt" setMarkerPos (_Expt select 0); sleep 0.01; hintSilent parsetext format ["<t align='left' color='#028ee0'>%4</t><t align='left'> victim(s) found</t><br/><t align='left' color='#ff7200'>%1</t><br/><t align='left'>victim is injured at</t><t align='left' color='#028ee0'> %2</t><t align='left'>%3</t><br/><br/><t align='left'>Dog agent </t><t align='left' color='#e00034'>%6</t><t align='left'>m to victim</t><br/><br/><t align='left' color='#00e003'>%7</t><br/><br/><t align='left'>Dog face victim? (+/-30°) </t><t align='left' color='#fa00ff'>%8</t>", name (_vctmList select 0), round (100-(getDammage (_vctmList select 0))*100), "%", count _vctmList, round (100-(getDammage (_DogAgent))*100), round(_DogAgent distance2D (_vctmList select 0)), _Expt, [position _DogAgent, getDir _DogAgent, 30, position (_vctmList select 0)] call BIS_fnc_inAngleSector]; }; };
  3. CheyenneAH56

    Dog walk script

    Thanks a lot johnnyboy ! That work ! I really did not think about that! Like what sometimes we look far what is logical.
  4. Hi All, having a little problem ; When I use the following piece of code, the script works (Arma 3 Animals: Override Default Animal Behaviour Via Script). Here the working code : _Master = _this select 0; _DogAgent = createAgent ["Alsatian_Sand_F", (getPos _Master), [], 5, "CAN_COLLIDE"]; _DogAgent setVariable ["BIS_fnc_animalBehaviour_disable", true]; _DogAgent playMoveNow "Dog_Sprint"; while {alive _DogAgent} do { _DogAgent moveTo (getpos _Master); }; When I perfect this script, the dog no longer follows me and walks in a straight line to infinity. Here my reworked code : _Master = _this select 0; _DogAgent = createAgent ["Alsatian_Sand_F", (getPos _Master), [], 5, "CAN_COLLIDE"]; _DogAgent setVariable ["BIS_fnc_animalBehaviour_disable", true]; while {alive _DogAgent} do { if ((_DogAgent distance2D player) > 12) then { sleep 0.01; _DogAgent playMoveNow "Dog_Sprint"; sleep 0.01; hintSilent "SPRINT"; }; if (((_DogAgent distance2D player) > 6) && ((_DogAgent distance2D player) < 12)) then { sleep 0.01; _DogAgent playMoveNow "Dog_Run"; sleep 0.01; hintSilent "RUN"; }; if (((_DogAgent distance2D player) > 2) && ((_DogAgent distance2D player) < 6)) then { sleep 0.01; _DogAgent playMoveNow "Dog_Walk"; sleep 0.01; hintSilent "WALK"; }; if ((_DogAgent distance2D player) < 2) then { sleep 0.01; _DogAgent playMoveNow "Dog_Sit"; sleep 0.01; hintSilent "SIT"; }; sleep 0.01; _DogAgent moveTo getPos player; }; I want the dog to follow me, sprint when I'm away from him, walk when I'm near him, and sit down when he is very close to me. If someone found a solution I'm interested ! Bye
  5. CheyenneAH56

    SCmod v1.42

    Hi, unfortunately it would be necessary to rewrite all the scripts of the mod. It's feasible, but for now I do not have much time to myself. In addition, the scripts are in sqs; Since then I have evolved and gained know-how about scripts. I would have to review everything in sqf, and delete the global commands.
  6. Thank you very much for your help, but this script is part of a more complex project. I absolutely have to use BI resources. But thanks anyway
  7. Hello everyone, I need a little help I try to create, through a script, a combination of modules to add a civilian presence to the cities crossed by the player. The problem is that at the launch of the mission, despite the generation of three modules (visible and existing in Zeus mode) the main module (ModuleCivilianPresence_F) does not link with the other two modules (ModuleCivilianPresenceSafeSpot_F and ModuleCivilianPresenceUnit_F), and I have the following error message : "bis_fnc_moduleCivilianPresence [x] Civilian Presence L-Alpha 1-2: 1 terminated." There are at least 1 spawnpoint and 1 position module. " How to make dialogue, synchronize the three modules, created via a script, ingame ? This is just a piece of extracted code; the rest of my project works perfectly : Do not pay attention to the two ways to create a unit, both ways work exactly the same, I put the necessary characters to hide the text for reading the script > /* and */ _townLoc = nearestLocations [getPos player, ["NameVillage","NameCity","NameCityCapital","NameLocal","CityCenter","Airport"], 2500]; if ((count _townLoc) > 0) then { sleep 0.01; _townPos = locationPosition (_townLoc select 0); /* sleep 0.50; _MCP_Spawn = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceUnit_F",_townPos,[],0,"NONE"]; _MCP_Spawn setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_SafeSpot = (createGroup sideLogic) createUnit ["ModuleCivilianPresenceSafeSpot_F",_townPos,[],0,"NONE"]; _MCP_SafeSpot setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; sleep 0.50; _MCP_Module = (createGroup sideLogic) createUnit ["ModuleCivilianPresence_F",_townPos,[],0,"NONE"]; _MCP_Module setvariable ['BIS_fnc_initModules_disableAutoActivation', false]; */ sleep 0.50; _MCP_SafeSpot = "ModuleCivilianPresenceSafeSpot_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Spawn = "ModuleCivilianPresenceUnit_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; sleep 0.50; _MCP_Module = "ModuleCivilianPresence_F" createUnit [_townPos, createGroup sideLogic, "this setVariable ['BIS_fnc_initModules_disableAutoActivation', false];", 0.6, "PRIVATE"]; }; Otherwise I also tried another method : I to place the necessary modules in the 3den editor, then move them by script when the player is near a locality. The modules change position, but the created civil entities always go to the moduleCivilianPresenceSafeSpot module's initial position, ie the position of the module when it was placed in the editor, even if it was changed position. :/
  8. CheyenneAH56

    SCmod v1.42

    I have been developing the mod since 2003, and every version of ARMA has given me a hard time. Indeed, there have been hours of work since. Thanks scheintot2
  9. CheyenneAH56

    SCmod v1.42

    SCmod aerial firefighting simulator VERSION 1.42 Updated June 2018 mod for ARMA3 Links STEAM WORKSHOP YOUTUBE USER DOCUMENT WHOLE ISLAND OPERATION (mission) ARMAHOLIC > PAYPAL SCmod
  10. CheyenneAH56

    SCmod v1.41

    @Wolfgarth > What ? AS-332 and L-100J has texture ? 3d model aren't textureless ?!
  11. CheyenneAH56

    SCmod v1.41

    SCmod v1.41 aerial firefighting simulator > Trailer > Gameplay Now on STEAM Workshop
  12. CheyenneAH56

    SCmod v1.40

    Thanks a lot for your comments. I take into consideration your suggest ! ;)
  13. CheyenneAH56

    SCmod v1.40

    FPS depends on the configuration of the PC used, graphic adjustment, and background tasks.
×