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Big_Daddy

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Posts posted by Big_Daddy


  1. if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"} ; 

    This initializes the MP framework provided by BIS if not already initialized. I use it to make the say command (dog barking/growling) MP friendly.

    Also, if your using blitzy, then he's part of your group. You can command him just like you command the AI (which is exactly what he is) select all your squad with the space bar, or f2-f8 (which ever number blitzy is) and tell him move, stop, regroup, etc etc. Once you have him selected, hit number 1 (not f1) and more commands come up. (same as number 2, 3, 4, etc) There are commands to make the dog do back flips, if you look hard enough. (joking, don't ask me where to look) My favorite is to tell the dog to advance, that way, he runs ahead of you.

    Even if the dog is currently tracking someone, enough regroup commands will bring the dog back to you.


  2. If your using my latest (call blitzy) from this thread..

    Try this..

    I added the addaction to the vehicle. Take a look.

    Add action to vehicle:

    nul = this addAction ["Load K-9 Into Vehicle", "scripts\loaddog.sqf",[],0,false,true,"","alive (_this getvariable 'K-9Unit')"];

    loaddog.sqf:

    _veh = _this select 0;
    _leader = _this select 1;
    _id = _this select 2;
    
    _dog = _leader getvariable 'K-9Unit';
    
    _dog domove position _veh;
    waituntil {_dog distance _veh <= 5};
    
    _dog attachto [_veh,[0,-1.2,-1.6]];
    _veh removeaction _id;
    _veh addaction ["UnLoad K-9", "scripts\unloaddog.sqf",[],0,false,true,"","alive (_this getvariable 'K-9Unit')"];
    

    unloaddog.sqf:

    _veh = _this select 0;
    _leader = _this select 1;
    _id = _this select 2;
    
    _dog = _leader getvariable 'K-9Unit';
    
    detach _dog;
    _dog setpos (getpos _leader);
    _veh removeaction _id;
    _veh addAction ["Load K-9 Into Vehicle", "scripts\loaddog.sqf",[],0,false,true,"","alive (_this getvariable 'K-9Unit')"];
    


  3. Hmm.. thought I mentioned it. The Guard Dogs now run 30 meters ahead of their leader...

    Used part of the script CB posted. Here's how I changed it.

    _dog domove [(getpos _leader select 0) - ((random(10)+30)*sin(getdir _leader - 180)), (getpos _leader select 1) - ((random(10)+30)*cos(getdir _leader - 180))];


  4. ahh, that would have helped.. :) You have to tell it what _vehicle is..

    Heh, I thought you got the line from a working script.. errors, yes, I see where you'd get errors now. Fixed:

    _vehicle = _this select 0;
    while {alive _vehicle} do {
    
    if ((getDammage _vehicle >= 0.8) && (({alive _x} count crew _vehicle) > 0)) then {playSound "calarm";}; 
    
    sleep 2;
    };  


  5. Well, sure there is..

    And btw, The reason you can add more AI's to your group after the first Blitzy is cause in Xenos's script, it only stops adding AI's if it = 8. Once you add blitzy, then there are 9, and you can add as many as you want. So, if you have 8 in your squad, and you add one blitzy, you'll have 9 in your squad. Without changing Xeno's script there's nothing that can be done about it.

    (should be >= ) I showed you the script needed to be changed HERE

    if (_ai_counter == max_ai) exitWith {
       (format ["You allready have %1 AI soldiers under your control...", max_ai]) call XfHQChat;
    };  

    should be

    if (_ai_counter >= max_ai) exitWith {
       (format ["You allready have %1 AI soldiers under your control...", max_ai]) call XfHQChat;
    };  

    There are 2. One if you are using Ranked version, other is if your not. You can change both.

    But yes, checking can be added so that the player can only call one.

    There edited the map to include checking for one dog. Now when you call blitz, the first one will be deleted, and a new one will be spawned. This will work with others calling dogs as well. No public variables used. (using setvariable to store the dog created, then calling that variable to delete it)


  6. Ok, edited the map, combining some of the scripts, sounds, etc..

    Same place

    What's in the map:

    Single dog via addaction, joins group and you can command him. Run several times have many dogs. Each player who runs the add action will have as many dogs as they need.

    Multiple guard dogs via add action. These just follow you around, and eat the enemy. :)

    Enemy soldier with guard dogs following him. They WILL eat you, if you don't kill them.

    Trigger area with wild dogs, they spawn when you enter, and eat everyone they find. You can select which side they do NOT eat.


  7. I've run into this before..

    I think it has to do with locality. Either the items needed to repair/rearm are local, and they need to be on the server, or they are on the server, and need to be local to each players machine..

    The latter is likely true here. Since it works in sp mode. (or hosted locally)

    Items like that could either be placed via script local to everyone. (createVehicleLocal) or by just placing a marker/trigger to run a script that actually repairs/rearms/refuels.


  8. Ok, updated test mission

    Now includes scripts for adding dogs to patrols. They are not part of enemy squad, just follow the leader around. If leader dies, then they just stay there. They will not follow new leader. You just add the command to the init of the person you want them to follow. Enemy or Friendly

    Also, added a trigger for Wild dogs, the dogs WILL go after everything except for the side you choose.

    Again, still cannot have the dogs move forward of the units, just follow them.


  9. yup.. the problem with addaction. it works better than the radio, but isn't uh, permanent.

    this addAction ["Call Blitzy","scripts\blitzy.sqf",[],0,false];
    this addeventhandler ["killed", {_this execVM "scripts\blitzyaction.sqf"}];

    blitzyaction.sqf

    waitUntil {alive player};
    player addAction ["Call Blitzy","scripts\blitzy.sqf",[],0,false];
    if (true) exitWith {};


  10. heh, Third.. I also highly modify Xeno's Dom map (no AI)

    I can post the map where I added the pack of dogs to follow an AI group. (called the script via the init of the squad leader) And the dogs spawn just fine. But like I said, the AI squad leader doesn't let them Roam. You can even run right up to the dog (removed all ammo from the enemy AI squad) and the dog's don't attack. The AI commanding AI is too strong (or quick). This is why I haven't posted the map, it doesn't work.

    I can possibly script it to where the dogs just follow the squad leader, but not actually join the squad. But I'm not good enough to script them moving forward of the squad leader.

    Maybe somebody watching this tread can offer suggestions.

    getdir of squad leader

    get position 30 meters ahead of squad leaders direction

    move dogs to that position

    check to see if enemy is within "smelling" distance (no issues there)

    rinse, repeat

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