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HateDread

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Posts posted by HateDread


  1. I've got, in a trigger set to 'always', the following:

    Condition:

    (damage SOLDIER1 > 0.9) && isserver

    On Act.:

    SOLDIER1 addEventHandler ["handleDamage", { false }]; player sidechat "DAMAGE OFF"; SOLDIER1 setdamage 0;

    On Deact.:

    SOLDIER1 addEventHandler ["handleDamage", { true }]; player sidechat "DAMAGE ON";

    Then SOLDIER1's init:

    this addEventHandler ["HandleDamage",{[sOLDIER1] execVM "Checkhealth.sqf"}];

    And Checkhealth.sqf:

    _unit = _this select 0;

    hint "Running";

    if (damage _unit > 0.8) then

    {

    _unit setdamage 0;

    hint "PRE-TELE";

    _dir = random 360;

    _dist = 500;

    _unit setpos [(Getpos _unit select 0) + (sin _dir) * _dist, (Getpos _unit select 1) + (cos _dir) * _dist, 0];

    hint "TELE";

    _unit setdamage 0;

    };

    (The multiple 'setdamage's are an attempt to stop the over-flow of damage).

    Still only works against low-intensity. Next I will begin trying your idea.


  2. Oh, I know - I'm testing using humans, not Predators. And so it will work for them BEFORE I try and use it for the predators.

    Now I am looking for a way to execute an immunity or hold-back the damage as fast as possible. It seems it kicks in far too late to prevent death. Does anyone have any ideas, with the following script?

    _unit = _this select 0;

    hint "Running";

    if (damage _unit > 0.9) then

    {

    _unit addEventHandler ["handleDamage", { false }];

    hint "PRE-TELE";

    _dir = random 360;

    _dist = 500;

    _unit setpos [(Getpos _unit select 0) + (sin _dir) * _dist, (Getpos _unit select 1) + (cos _dir) * _dist, 0];

    hint "TELE";

    _unit setdamage 0;

    _unit addEventHandler ["handleDamage", { true }];

    };


  3. The problem is, it's being used in a mission to avoid death to Predators, from this mod: http://forums.bistudio.com/showthread.php?t=110440, as predators 'dying' isn't too realistic. The idea is that instead of them being killed, they are teleported away. It needs to withstand high-intensity strikes (i.e. a squad of soldiers focus-firing).

    I noticed the lower the value set in if (damage _unit > 0.9) then, the more it can resist, as the script kicks in faster. Might be worth tinkering with, I think...

    EDIT: It seems even using '0.4' won't allow it to kick in soon enough to save the unit. Also, if the damage threshold is set too low, a simple grenade strike nearby can set off the script, and lower the unit's overall fighting ability/ability to withstand fire.


  4. Pardon my lack of scripting knowledge, but how does one access the array? 'Count' its contents, check each one against the cloaked variable? Not too sure how to, tbh.

    Also, when a predator cloaks, uncloaks, recloaks, etc, is the '2nd name' it turns to while cloaked stay the same, or is a new name assigned each time?


  5. Well, it's a long story :p Trying to attach an FLIR-like effect to a certain player who has a few issues with vision. I don't think I can permanently activate 'proper' FLIR for them, so I'm trying a ppeffects route.

    This is the script in full (his name would take the place of mine, of course):

    If (alive player and name player == "(AEF)HateDread") then

    {

    setaperture 24;

    ppColor = ppEffectCreate ["ColorCorrections", 1999];

    ppColor ppEffectEnable false;

    ppColor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, 0.0], [1, 1, 1, 1.0]];

    ppColor ppEffectCommit 0;

    ppBlur = ppEffectCreate ["dynamicBlur", 505];

    ppBlur ppEffectEnable false;

    ppBlur ppEffectAdjust [.5];

    ppBlur ppEffectCommit 0;

    ppInversion = ppEffectCreate ["colorInversion", 2555];

    ppInversion ppEffectEnable false;

    ppInversion ppEffectAdjust [1,1,1];

    ppInversion ppEffectCommit 0;

    ppGrain = ppEffectCreate ["filmGrain", 2005];

    ppGrain ppEffectEnable false;

    ppGrain ppEffectAdjust [0.02, 1, 1, 0, 1];

    ppGrain ppEffectCommit 0;

    }

    else

    {

    player sidechat "My FLIR did not activate.";

    };

    Problem is, it looks nothing like shown here: http://forums.bistudio.com/showthread.php?t=79500&page=2.

    All it does is slightly light up the screen. Thoughts?


  6. Thank you, Taro8! Definitely helped me out, there. Okay, so far, I have:

    In SOLDIER1's Init:

    this addEventHandler ["HandleDamage",{[sOLDIER1] execVM "Checkhealth.sqf"}];

    In Checkhealth.sqf (ignore the debug 'hint's):

    _unit = _this select 0;

    hint "Running";

    if (damage _unit > 0.9) then

    {

    _unit addEventHandler ["handleDamage", { false }];

    hint "PRE-TELE";

    _dir = random 360;

    _dist = 500;

    _unit setpos [(Getpos _unit select 0) + (sin _dir) * _dist, (Getpos _unit select 1) + (cos _dir) * _dist, 0];

    hint "TELE";

    _unit setdamage 0;

    _unit addEventHandler ["handleDamage", { true }];

    };

    This works against low-intensity fire, but anything higher, it usually teleports the unit away, where it dies (the damage is 'carried-on'... I.e. lagged?)

    Any suggestions?


  7. Ahhhh, that explains why I could setpos them -before- they cloaked!

    Do you have any ideas? Basically, it's an idea for a mission/game-mode, where, when the predator recieves critical damage, he is setpos-ed a certain distance away. When combined with the cloak, it's hard to tell if the humans managed to 'kill' the predator, or he is messing with them (in this sense the predator never 'dies').

    Do you know what names the predator is assigned when they cloak? Like, first pred becomes 'CloakedPred1', and so on?


  8. My only mention of it were in particular situations not expressed in the movies - the movies were fully controlled/scripted/directed, of course.

    But in this game, we may end up with other situations. I.e. attacking a downed predator gunship with armour that's nearby... or attacking a group of predators, surrounded, etc (basically I'm trying to think of static targets where the predators cannot flee). Would they honestly just stand and die, or would they shoot back at armour? I never expressed my wishes for a Deathmatch scenario, I just wanted to make sure all bases were covered.

    But yes, I do understand what you are saying :)


  9. Yeah I decided to make user actions 1-8 my numpad keys. Works nicely.

    When zooming with the plasma, in the thermal view, the crosshair is lost, so it's near-impossible to aim.

    And the plasma has a strange fire trajectory. Can only shoot out to 400m zero-ed? (I.e. no vertical lead), if the ranging feature is to be believed.

    About the vehicle situation, what if, when a predator is under AI control, it recieves a 2nd version of the plasmacutter, which is tuned to take on vehicles (i.e. a high damage that would prevent it from hitting infantry with it, but yes to engaging tanks), kind of like having a rocket launcher in the vanilla game?

    But, when controlled by a player/human, take away the second version of the gun, as they know how to use the stock plasmacutter against vehicles (i.e. 4 = M1A2 destroyed).

    Does that sound more feasible? Again, I don't fully understand the limitations.


  10. The scripts are a piece of cake. Setting up the skeleton and animating those things halfways convincingly is the real nightmare.

    But concerning the predator, i have inserted a lurking phase into the predator elder attack profile, that will expand the time between the attacks, so a group of humans isn´t wasted that quickly anymore;)

    Good luck with them! I eagerly await them, and the hopeful balance they bring (both sides powerful).

    And thank you for that change! If you need any testing done, I am happy to help with the new features.

    And, what do you suggest binding the user actions to? I.e. the pred functions? Mine are like, WASD, etc, and that obviously activates things as I move around. Was wondering what keys you use?


  11. Howdy all,

    How would one force a unit, upon reaching a critical status, to teleport elsewhere? I know how to select the location, with a set/random distance and random direction;

    _dist = DISTANCE;

    _dir = random 360;

    _pos = [(Getpos UNIT select 0) + (sin _dir) * _dist, (Getpos UNIT select 1) + (cos _dir) * _dist, 0];

    But how do I avoid the death? I.e. a condition, checking for the unit's critical status, leading to teleporting to a distant location?

    Cheers,

    - HateDread.


  12. You don't mind if I throw some suggestions out to you as I think of them? Feel free to cut them down.

    As a pre-point to my suggestions, I wonder;

    - When the predator selects a target, is it temporarily stored and/or can be checked/conditioned? I.e. if the target is of 'armoured' type?


  13. Thank you.

    And of course... God I am stupid. I have been wondering why it's been screwing up whenever I make a new mission, but the old ones worked fine! That answers it!

    And thank you for the changes.

    Them not firing at armour is still an issue, as you said. Is it possible to 'target' the 'crew', so that the predator thinks it is engaging a player, OR creating a fake car/infantry target in place of the tank so it engages as it would a car/soldier?


  14. Hey guys,

    Just wondering how I could convert this, including the priority settings, to run independently, such as from a single .sqf file in a trigger.

    setaperture 24;

    ppColor = ppEffectCreate ["ColorCorrections", 1999];

    ppColor ppEffectEnable false;

    ppColor ppEffectAdjust [1, 1, 0, [1, 1, 1, 0], [1, 1, 1, 0.0], [1, 1, 1, 1.0]];

    ppColor ppEffectCommit 0;

    ppBlur = ppEffectCreate ["dynamicBlur", 505];

    ppBlur ppEffectEnable false;

    ppBlur ppEffectAdjust [.5];

    ppBlur ppEffectCommit 0;

    ppInversion = ppEffectCreate ['colorInversion', 2555];

    ppInversion ppEffectEnable false;

    ppInversion ppEffectAdjust [1,1,1];

    ppInversion ppEffectCommit 0;

    ppGrain = ppEffectCreate ["filmGrain", 2005];

    ppGrain ppEffectEnable false;

    ppGrain ppEffectAdjust [0.02, 1, 1, 0, 1];

    ppGrain ppEffectCommit 0;


  15. Another debug error terrified me...

    'Independent' said AFTER HEAL HUNTING; I thought the predator was talking to me.

    I'm trying to get the repro missions to work - it seems the predators DON'T engage the tanks with plasma, either, it's just they got in the way when the preds were shooting at infantry... maybe.

    EDIT: And anyway, feel free to send through anything to test, such as new stalking behaviour, etc. I also had some thoughts on the vehicle scenario, but you know more about this mod than I do, obviously :p

    EDIT#2:

    Confirmed the predators DO engage cars. Repro. mission coming later.

    Wrote this up before. Thoughts?

    Do the predators target the crew of a vehicle, or the vehicle as a whole? (As of recently, I think they DO NOT target armour at all, only hitting it by accident, but will attempt to cut/stab/slice a car, possibly...)

    The eventhandlers for plasma contact are passed on to all the crew, who die instantly. Is it possible to have an immunity variable that is auto-assigned to armoured vehicles, for example, and/or configurable either in a unit's init field, or by a script/init.sqf? Actually, in that sense, we would be able to assign such immunity to whatever units we wanted, if that were needed by a mission maker.

    If this is done, damage must be dealt to the tank, which is different, of course, to your approach, which has a minimal damage output (for understandable, explained reasons). Is setdamage too basic? What if it was conditioned/compared against armour values, etc, like how AT rounds are handled? I know that's a lot of extra scripting, but I am trying to think of ideas whilst keeping the limitations in mind.

    Okay, I have some working repro missions. The first is of a weird occurrence where the predators won't attack (apart from wrist-blades), even though there are Pred Soldiers present, and the AI humans don't react to their squad mates' deaths.

    http://www.megaupload.com/?d=ZY4K1BT1

    The second is of the effects against a car's occupants. Make sure to stay separate from the infantry group to verify the fire is actually targeted at the car. Best is to use the commanding view to observe the infantry, on x4 speed, and wait untill you get shot by a predator. May take a while.

    http://www.megaupload.com/?d=RF773HWC

    Hope these can lead to something!


  16. Another debug error terrified me...

    'Independent' said AFTER HEAL HUNTING; I thought the predator was talking to me.

    I'm trying to get the repro missions to work - it seems the predators DON'T engage the tanks with plasma, either, it's just they got in the way when the preds were shooting at infantry... maybe.

    EDIT: And anyway, feel free to send through anything to test, such as new stalking behaviour, etc. I also had some thoughts on the vehicle scenario, but you know more about this mod than I do, obviously :p

    EDIT#2:

    Confirmed the predators DO engage cars. Repro. mission coming later.

    Wrote this up before. Thoughts?

    Do the predators target the crew of a vehicle, or the vehicle as a whole? (As of recently, I think they DO NOT target armour at all, only hitting it by accident, but will attempt to cut/stab/slice a car, possibly...)

    The eventhandlers for plasma contact are passed on to all the crew, who die instantly. Is it possible to have an immunity variable that is auto-assigned to armoured vehicles, for example, and/or configurable either in a unit's init field, or by a script/init.sqf? Actually, in that sense, we would be able to assign such immunity to whatever units we wanted, if that were needed by a mission maker.

    If this is done, damage must be dealt to the tank, which is different, of course, to your approach, which has a minimal damage output (for understandable, explained reasons). Is setdamage too basic? What if it was conditioned/compared against armour values, etc, like how AT rounds are handled? I know that's a lot of extra scripting, but I am trying to think of ideas whilst keeping the limitations in mind.


  17. When a Predator Youngling is placed, I receive this error on mission start-up:

    Cannot load texture babe_pred\data\pred_body.paa

    EDIT:

    Surely not, isn't that what the "real" Predator would be like anyway?

    Actually, this gives me an idea... would it be possible to make a predator class that does indeed stalk for most of the time? At present, a single predator elder, for example, will waste a squad of troops very quickly, making a COOP mission rather short, and frustrating - BANG and you're out, without seeing the cloaked bastard, especially without AI shooting them too.

    Ideally, the special predator I am talking about would, in-fact, act like you described; in a 'boring' way for the player, stalking for some time (obviously not ten minutes - could this be configured? Module perhaps? :p ).

    This, plus the vehicle repro missions I will post up tomorrow (and any fixes they may result in), would greatly enhance long-term playability and scenario versatility.

    Hope this helps.


  18. I'll throw the missions together asap, most probably either late tonight, or tomorrow.

    About your change - what if the predator is attacking infantry WITH vehicles, like you see in the movies (any movies, really) - the infantry move in with tanks, hummers, etc, alongside them. Would this make the predator do nothing? The vehicles engaging the predator is not the problem, it's the way it's working the other way around, when the predator attacks a vehicle - either he doesn't, such as against a Stryker, or he does, and kills everyone, such as an M1A2 TUSK.


  19. Thank you very much, Charon! If you want me to slow down my suggestions, please tell me to do so! :)

    I seem to have trouble using the dropship module... I place it, then have a squad on the map, and nothing happens? I get a red marker called 'Destpos', which I assume means 'Destination {osition'? Is this a debug feature? I would think it strange if the human side were to be told where the dropships were headed?

    All I get, usually, is the distant sound of something like an explosion, and my AI yelling 'under fire', hitting the deck, then standing back up again and shouting 'all clear'.

    Any ideas?

    EDIT: Oh, and just like with the Undead mod... do your AIs behave the same even if grouped? I.e. it over-rides the default group behaviour? I'd just like to save on CPU load.

    EDIT#2: Actually, the gunships turn up, eventually, but I get the previously-mention marker, plus a 'Spawnpos' marker. Again, debug?

    Also, the predators will NOT shoot at Stryker APCs, which are listed under Armoured the same as M1A2 TUSKs. Some weird armour value calculation there?


  20. 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."

    Actually, to add to this:

    - It seems that the soldiers, for example, will shoot at an M1A2 TUSK tank with their plasma weapons, killing the crew instantly but causing no damage to the tank. This is a bit strange, I thought, and kind of ruins the idea of armour, surely?

    Will keep 'em coming :)

    EDIT: Sorry about all the edits... but... it seems they prioritise the tanks as first targets, i.e. shooting them FIRST and taking out the crews instantly, before moving on to troops. This contradicts your original plan of infantry focus, and also carries a fair deal of unrealism (if that can be said regarding predators :p )

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