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HateDread

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Posts posted by HateDread


  1. Real good points. Hadn´t tested that one, but i agree a chopper hovering above the preds should be taken down.

    My points was just if a tank is not actually attacking the predator, he would rather wait for the crew to get out of a tank.

    I will consider the chopper thing.

    Just like in the undead, the pred does not consider soldiers a target that are above ground as in a chopper. And if the target is too far away he should consider a closer target. If that vehicle is the only target on the map though he will continue chasing it.

    Due to their advanced technology, predators can find areas with human targets. They move to those areas generally, the rest is done with knowsabout. So if they knowabout any armed human, they will choose him as a target.

    I understand what you're saying about the tanks, but consider this: what if the soldiers all die, and the tanks roll in to save the day. Do the predators really just watch? They would engage - their weapons possess the capabilities.

    In case you didn't see my edits in the previous posts:

    "EDIT: Soldier seems to miss static gunners very often?

    EDIT#2: Would you consider adding a friendly-fire remover, like your Undead Mod? When near the front of an infantry formation, your squad-mates often shoot you in the back in haste."


  2. Okay thank you very much. I understand it is a difficult project, but I of course try to help with ideas, or potential bugs :)

    - I realise they are focusing on infantry, but is it possible to expand to other vehicles? Judging by the nature of the plasma weaponry, for example, it seems to make sense for them to engage armour and slowly destroy it, at least - i.e. the weapons seem powerful enough to hurt armoured units.

    - Is there a way to get the 'stabby' predator to NOT engage vehicles, by default, or have none of them try to stab it, etc, so that it doesn't chase the car/vehicle for hours.

    - Have you implemented similar features from the Undead mod, regarding AI chasing - do the predators chase aircraft like the zombies -used- to do, before you fixed it, and do the predators have instant and constant information, and can they track a unit for an infinite distance even without LoS?

    - Lastly, I flew a helicopter at 50m around the predator location. They did not seem to engage much, eventually firing with disks when I flew to 30m. They could have -easily- taken me out much earlier using plasma, but did not.

    Thanks again.

    EDIT: Soldier seems to miss static gunners very often?

    EDIT#2: Would you consider adding a friendly-fire remover, like your Undead Mod? When near the front of an infantry formation, your squad-mates often shoot you in the back in haste.


  3. In a similar vein, I have noticed that the cloaked gunship's pilot is also not cloaked, therefore making the gunship rather visible :p

    I'm happy to continue testing of this, just like I did of the Undead mod a ways back.

    - If you are in the mood for writing FSMs, would you consider one for the gunships? That is, to have them stay back, and fire, instead of flying over and firing, like the AI does with normal gunships? I cannot imagine an alien ship having to strafe a target at like, 50m above them, in order to engage.

    - What sort of capabilities do the predators have? Are they able to enagage, say, an M2 GPK Humvee, and destroy it? What if the car is moving - i.e. can they engage moving targets with their ranged weaponry?

    - Also, is there a way to have an AI stay back and only shoot? Due to your FSMs, do the default Disable AI "MOVE", etc, commands work for Predators?

    Sorry for so many questions! :)

    EDIT: I see you caught my edit with your own. Disregard my first point.

    EDIT#2: Predators will not engage armour (i.e. Bradley), but will engage a car with both close-combat and ranged. Ranged is instant-kill on crew, without damaging vehicle badly, and close-combat is useless.


  4. Alright, thank you for your answer!

    I do realise there must be a great amount of work involved - anyone who has ever tried to use AI, ever, should recognise this as the hard work it is/was.

    I have seen predators running, cloaked, but with a highly-visible weapon. Is the weapon meant to cloak just like them? Kinda gives away their position.

    Regardless, thank you!

    EDIT: A similar mention to before; the 'cloaked' gunship's pilot is visible.


  5. Me too, absolutely!

    Basically, it should simply be a well defined location where you can get the latest version without having to seek through posts...

    Thanks in advance ;)

    A.

    Or, temporarily, if we were told each time a new version was uploaded to the TS server, that'd also help a lot - at present we just have to check every now and again to see if it has been updated.


  6. Nope, it must be me who is getting old!

    It's an issue of semantics, I think:

    The description (i.e. Alpha Squad Team Leader) will show below its internal designation (i.e. 1-1-A) which you cannot change.

    To me, meant that I cannot change the description, either. Your commas (or lack thereof) threw off my reading subroutines :p

    And that will of course be JIP-compatible, since it's just a single unit as per normal infantry, who can then move into their respective vehicles at start.

    You're a genius, my friend!

    Okay, one more:

    - So how do I change the name of the squads as shown on the role screen?


  7. Howdy all,

    I'm wondering how you name a unit set as 'playable' so it'll show up in the role-select screen when running a mission. From what I recall, you don't use the unit's name as per the default field, but instead, a command?

    Also, how do you select the order in which they are shown, and what the squad is called, etc? I.e. 'Alpha' squad, and set which units are at the top of the list, all the way to the bottom.

    Cheers, guys!

    - HateDread


  8. Hey all,

    Three questions regarding the SSM:

    1. Is it possible to place markers on the map where events are going to occur, I.e. a marker saying 'Airstrike Target' where we command for a strike to occur? And;

    2. Disabling (greying-out) a support option for a certain period of time AND/OR untill one of the same type is completed. I.e. only one airstrike can happen at a time, or a new one only are X seconds/minutes.

    3. Is there a way to notify the player(s) of how many of any given requests are left? I.e., if I used this, in init.sqf:

    if (isnull player) exitwith {};

    if (isserver) then //COMMANDS IN FOLLOWING BLOCK WILL BE EXECUTED ONLY ON SERVER

    {

    //exclude anything but mortars and ammo drop

    BIS_SSM_AmmoDrop_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_AmmoDrop_AVAILABLE_WEST";

    BIS_SSM_UnitsDrop_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_UnitsDrop_AVAILABLE_WEST";

    BIS_SSM_Airstrike_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_Airstrike_AVAILABLE_WEST";

    BIS_SSM_Mortar_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_Mortar_AVAILABLE_WEST";

    BIS_SSM_Artillery_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_Artillery_AVAILABLE_WEST";

    BIS_SSM_CeaseFire_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_CeaseFire_AVAILABLE_WEST";

    BIS_SSM_AmmoDrop_ENABLED_WEST = FALSE; publicVariable "BIS_SSM_AmmoDrop_AVAILABLE_WEST";

    BIS_SSM_UnitsDrop_ENABLED_WEST = FALSE; publicVariable "BIS_SSM_UnitsDrop_AVAILABLE_WEST";

    BIS_SSM_Airstrike_ENABLED_WEST = TRUE; publicVariable "BIS_SSM_Airstrike_AVAILABLE_WEST";

    BIS_SSM_Mortar_ENABLED_WEST = TRUE; publicVariable "BIS_SSM_Mortar_AVAILABLE_WEST";

    BIS_SSM_Artillery_ENABLED_WEST = FALSE; publicVariable "BIS_SSM_Artillery_AVAILABLE_WEST";

    BIS_SSM_CeaseFire_ENABLED_WEST = FALSE; publicVariable "BIS_SSM_CeaseFire_AVAILABLE_WEST";

    //number of mortar rounds that fall

    BIS_SSM_Mortar_ROUNDS_WEST = 5;

    //by default, supports can be called infinitely. To limit them, we need to add separate checks.

    //each support has an EXPRESSION that is called when the support is called.

    //here we use it to disable ammo drop after one use.

    BIS_SSM_AmmoDrop_EXPRESSION = {

    BIS_SSM_AmmoDrop_ENABLED_WEST = FALSE;

    BIS_SSM_AmmoDrop_AVAILABLE_WEST = FALSE;

    call BIS_SSM_fnc_updateMenu; //update list

    };

    //for mortar we want three available strikes. To count that we need

    //to use a separate variable.

    mortarsAvailable = 3; publicVariable "mortarsAvailable";

    //CONDITIONs are used to check if a support can be called.

    BIS_SSM_Mortar_CONDITION = "mortarsAvailable > 0";

    //we need to decrement the mortar counter each time it is fired

    BIS_SSM_Mortar_EXPRESSION = {

    mortarsAvailable = mortarsAvailable - 1;

    //we need to add yet another check to hide the icon

    if (mortarsAvailable <= 0) then {

    BIS_SSM_Mortar_ENABLED_WEST = FALSE;

    BIS_SSM_Mortar_AVAILABLE_WEST = FALSE;

    call BIS_SSM_fnc_updateMenu;

    }

    };

    //for AIRSTRIKE we want three available strikes. To count that we need

    //to use a separate variable.

    AirstrikesAvailable = 3; publicVariable "AirstrikesAvailable";

    //CONDITIONs are used to check if a support can be called.

    BIS_SSM_Airstrike_CONDITION = "AirstrikesAvailable > 0";

    //we need to decrement the mortar counter each time it is fired

    BIS_SSM_Airstrike_EXPRESSION = {

    AirstrikesAvailable = AirstrikesAvailable - 1;

    //we need to add yet another check to hide the icon

    if (AirstrikesAvailable <= 0) then {

    BIS_SSM_Airstrike_ENABLED_WEST = FALSE;

    BIS_SSM_Airstrike_AVAILABLE_WEST = FALSE;

    call BIS_SSM_fnc_updateMenu;

    }

    };

    //update should be called any time the variables are changed. Leaving it out

    //here seems to have no effect but BIS scripts always have it.

    }

    How do I notify the player each time (such as through the 'hint' or 'hintsilent' commands), of how many is left?

    Cheers!

    - HateDread.


  9. Posted this around a bit, wondering if any of these issues are related to this patch:

    Grr, keep crashing/freezing every now and again. Doesn't like alt + tab either.

    Anyone found that tanks in urban situations now don't respond too well? I've driven up to enemy T-72's, only to have them sit there, ignoring me, untill I basically ram them. My friendly tanks do that to them, and vice-versa, so tanks of both sides just sit there, not firing.

    Also, has anyone, when commanding a squad, had their character automatically give movement commands to the last unit they gave commands to? I.e. I order unit 4 to move, then a bit later, my character automatically orders unit 4 to move, again, but without my permission.

    And the AI STILL gets stuck in 'combat' mode.

    Any ideas?

    - HateDread.


  10. Howdy all,

    I'm just wondering how to set up the sort of vehicular movement (and possibly combat) I have seen in videos from the Middle East.

    Particularly, when I saw a massive line of Abrams tanks (other units behind, but that comes later), storming across the desert (pardon the pun). They maintained a good line, with a high speed, across open desert. I've tried them as a single group in 'line', but it fails. I've also tried individual tanks with a waypoint each, but again, they fail (they run into each other).

    As I mentioned, they had the infantry carried behind them in APCs, which maintained a speed identical to the tanks in front. How do I get everyone to keep the same speed?

    Then, even worse... how do I do this while under fire. I know convoys are horrible in ArmA 2, but this is different: the AI needn't follow a road, or worry about buildings - it's on open ground. I just need them to drive straight, maintain a high speed, and shoot back. (I know I should use careless behaviour, right?)

    Surely someone has access to the video footage? I saw it once on the news many years ago. It was in Iraq, I think.

    Cheers!

    - HateDread.

    EDIT: Pretty sure it was the push into Baghdad.


  11. Dslyecxi

    I wrote about this addon some pages ago, but repeat - you and your team have made great improvement. So simple and small addon and so much it does for me and other people for fun.

    Thank you very much dear Dslyecxi!!!

    Is way to fix RPG animation after droping pistol / geting in to vehicle. My Hero is trying to switch RPG.

    This just reminded me... although he may be speaking of the same thing...

    When switching to an AT weapon, we cannot move at the same time, and this obviously gets us killed. E.g. see tank, get to cover, get out AT4, then try to stand. The player's soldier will put away the AT4, stand, then get it out again, only enabling fire after quite some time.

    Is there any way to assist this?

    And this is the same with the reaction to falling: when falling anywhere from a metre up (I think), the character freezes for a section, instead of being able to move and/or looking like they've fallen. Any fixes?

    Cheers!

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