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st_dux

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Everything posted by st_dux

  1. There is a function for this in the BIS Function Library, I believe. See: http://community.bistudio.com/wiki/Functions_Library
  2. Are the AI units grouped with others? Try keeping them in individual groups to see if that helps. If it doesn't, try forcing them into "stealth" behavior (this will cause them to go prone, but that can be avoided by also forcing them to kneel or stand using setUnitPos). Unlike the "aware" and "safe" behaviors, "stealth" won't be automatically (and unavoidably) overwritten with "combat" behavior (which causes the AI to move around in order to "maneuver") when the shooting starts. This might keep the AI in one place for you, but I can't test it right now. Anyway, it's not hard to do, so it's worth a shot.
  3. I can't see anything wrong with that code. Try testing the trigger for something more simple like a hint message. I suspect the problem may be with your DAC implementation.
  4. objStatus is an obsolete command. It does nothing in ArmA 2.
  5. st_dux

    Zeitgeist: Moving Forward | Official Trailer-

    I can't wait for some conspiracy nut to come in here and vehemently defend the first film. That will be fun to read.
  6. Very tricky. I'll have to remember that one.
  7. @TRexian: Yes, I think a dynamic variable approach like that could work out nicely.
  8. You can put it wherever you'd like. Just make sure that it is executed at the beginning of the mission. For example, you can put it in the init field of any unit. Again, make sure that you are separating each line with semicolons; otherwise, it will not work.
  9. 1. The version of createUnit that you are using doesn't return anything, so the variable "bfp1" is not getting assigned to anything. Use the createUnit (array) version instead. 2. The leader command does not assign the leader of a group; it merely returns it, so it is of no use to you here. Bfp1 (once he's been created properly) should become the de facto leader of the group anyway because all members will be of equal rank and he joined first, but if for some reason he doesn't, set his rank higher using setRank.
  10. You cannot publicVariable a local variable. That is why I said that you need to make it global. The whole reason that setVariable isn't working is that it is being attached to a vehicle that has no globally recognized name.
  11. The above is fine; just make sure that you are separating each line with a semicolon (unless you are using an .sqs script). Yes.
  12. If you want to make a radio trigger available later in a mission (but not in the beginning), you will need to do two things. First, you will need to make it unavailable at the beginning, as they are always available by default once placed in the editor (unless the player isn't leading his group, in which case they cannot be available until he is). This can be accomplished by calling the following line at the beginning of your mission: 1 setRadioMsg "NULL" (N.B., This is assuming that you are using Radio Alpha. If you are using Radio Bravo, use 2; Radio Charlie, use 3; etc.). Now, when you want the radio trigger to become available, just call the same line replacing "NULL" with whatever you want the radio menu to display, e.g., "Commence Attack".
  13. They actually are equivalent; it's just that "GUER" is a string while resistance is a side (a unique data type in the OFP/ArmA scripting language). If you input "str resistance", the returned value will be "GUER". You would get the same result if you put "str (side this)" in the init field of a UNO unit. countSide will never work with "GUER," regardless of faction, because "GUER" is just a string representation of the resistance side (remember, this is a unique data type), and countSide requires a side-type parameter.
  14. Kylania is correct about the trigger being unnecessary, but also "==" is a comparison operator, not an assignment operator, so that line would create an error. You would want to use "reached = true" instead. But really you should just forgo the trigger altogether as Kylania explained.
  15. Any variable with an underscore in front of it is local to that script; the variable name will be meaningless outside of it. Use a global variable (no underscore) for your created vehicle instead.
  16. "GUER" is the string that gets returned for the resistance side. The other sides are: west east civilian sideLogic (all game logics) sideEnemy (all renegades, i.e. those with negative "rating" which you get from killing friendlies or addRating) sideFriendly (anyone with setCaptive true) ambient life (animals)
  17. There is no "official" way to do this as far as I know, but you could take advantage of the fact that animated objects (e.g., a door in a house) get reset when loading a game. At the beginning of your mission, open some door away from the mission area with the animate command. Then, create a trigger that checks to see if the door closes (use the animationPhase command to do this). If it does, you know that the game has been loaded (and thus, all object animations reset).
  18. You could get the AI to drive sort of close and then use setVelocity to hurl the car into the other car. It would take some tweaking to make it not look ridiculous, but it could work.
  19. st_dux

    The debate the right to die (euthanasia)

    How is this relevant to the discussion? The argument is that people have the right to make decisions regarding their own life, not someone else's. I would certainly be opposed to people being allowed to make decisions about the life and death of another person; at no point did anyone in this thread argue in favor of that. Your argument is beginning to sound like nothing more than a unsubstantiated slippery slope.
  20. st_dux

    The debate the right to die (euthanasia)

    I don't see why anyone should need permission to voluntarily have himself killed. As long as it can be reasonably ascertained that the person in question is aware of what he or she is asking for, then any disagreement from that person's family or doctor should be inconsequential. Moreover, I don't believe that the phrase "objectively wrong" has any meaning. There is no such thing as objective morality. Morality has always been a matter of perspective; it varies from culture to culture, person to person. For this reason, it should be up to each individual to decide what is right for him or her.
  21. st_dux

    The debate the right to die (euthanasia)

    What does this mean? Since you have identified yourself as an atheist, I doubt you are referring to the religious laws of the Jews, but this statement begs the question: What are you referring to? Who draws the line between what is "kosher" and what isn't? You? For me, there is only one person who can draw that line: the person whose life is on the line. I don't see why people shouldn't be allowed to end their own lives for whatever reason they see fit, even if it would seem to an outside observer to be wholly unreasonable. A suicide may seriously disrupt a family and make a whole lot of people sad, but beyond that it isn't injurious to anyone except the person who chose to die, and I believe the right of an individual to end his or her life far surpasses anyone's right not to be depressed (if it can be said that such a right even exists at all).
  22. st_dux

    The debate the right to die (euthanasia)

    While I wouldn't agree that the value of a human life is the same as that of a mouse, I do agree with this statement. People should be allowed to do whatever they like with their own bodies, including end their lives.
  23. st_dux

    The debate the right to die (euthanasia)

    @Abs: A few links to extraordinary examples of intelligent animal behavior and ridiculous human behavior doesn't prove anything. BF2_Trooper may be weak-willed and misguided when it comes to his stance on euthanasia, but his point about human superiority is perfectly valid and utterly obvious to an unbiased observer. If all animals have just as much potential as humans, then how come no species has challenged our domination of the Earth?
  24. See: http://community.bistudio.com/wiki/Artillery_Module There is a step-by-step guide for AI-controlled artillery in there under the subtitle "Creating Fire Missions".
  25. This is actually one of the easier things to do as the AI will automatically fire on laser targets if it has an applicable weapon (e.g., a laser-guided bomb). Here is a step-by-step guide: 1. Create a plane with laser-guided bombs at an airport. Move its fuel slider all the way to the left so that its tank is empty. Name this plane "plane." 2. Give this plane two waypoints, one "Move" waypoint in the general area of where the airstrike is to take place and one "Get Out" waypoint back at the airport. 3. Create a trigger that is activated by Radio Alpha. In the Activation field, put "plane setFuel 1". In the text field, put "Call in Airstrike" or something similar. 4. Now, while you're playing your mission, all you need to do is illuminate your desired target with the laser designator and activate the radio trigger using the radio menu (keyboard shortcut: 0-0-1). As an optional precaution, you can set the damage state of your desired target as a condition for the plane's first waypoint. This will ensure that it does not return to base until the target is destroyed. Usually, though, this isn't necessary.
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