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mikey74

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Everything posted by mikey74

  1. https://www.dropbox.com/s/cfhhjuysh6672ud/FreedomnewlaunchCarCom.Tanoa.rar?dl=0 This is a sample mission for planes taxiing and taking off. NO Taxiing for landings yet. The old scripts I had is either broken on dev branch or broken from updates. So I'm rewriting.
  2. There are several mods that do this, AISS, FOA, ASR, Bcombat(I Think),Gods of War, hetman and Vcom. Gods of War and Hetman probably are the top tier. Its been a while sense I've made or messed with any mods. Maybe someone else will comment that's been using these the last year or so.
  3. I'm not sure if its useful, But if you guys want to use my Airborne scripts from my airborne mod for this. Feel free. Not that you need any help, but thought I'd offer incase. ;)
  4. Thanks. Didn't think of using a cone. Nice one! I'd bet there is much easier ways to get them to land and park than I have written too. lol
  5. Disabling AI didn't seem to work. Had to write my own stopplane script to make them do what you see in this video. I'm sharing.
  6. mikey74

    AI Discussion (dev branch)

    Yes without mods, in both stable and dev branch. Wasn't sure if it was just me. All this once worked. But yeh retested few more times wrote a few more scripts. I can make them spawn at points in buildings, but AI path finding usually gets stuck at bottom of stairs, or doing circles in the bottom of building. I tried the bug report once. Didn't pan out to well. But I'll give it another try. Thanks. Probably shouldn't have posted all this here. My apologies.
  7. mikey74

    AI Discussion (dev branch)

    Is it me or has AI pathfinding in buildings gotten worse? Example I place a wp on top floor last room 2 story building. The unit only goes to end of hallway on bottom floor. So outta curiosity I pulled out one of my old garrison scripts. Basically they would only stay on bottom floor. So I tried spawning units in every position I could gather using buildingpos and a find finding windows and doors script.... They all spawned on bottom floor. Not sure if you guys are aware of this. But figured I'd bring it to your attention. If its only me please ignore and/or delete this post with my humble apology.
  8. mikey74

    AI Driving - Feedback topic

    Hi, Just curious. Is it possible to attach sensors on the vehicle maybe 5 to 10 meters in front of his direction and run an object finder routine without significant frame loss? I did it once a while back. It worked out ok, but if you put several vehicles on the map. There was frame rate loss. Thus why I never released it. I guess why I ask. I have limited knowledge in coding, but you guys are very good and way more knowledgeable than me. If I can pull it off with some trouble and frame drop. I'm thinking you guys could do it and know how to keep frame rate unhindered, and smoothly. Just a suggestion in case you guys may have overlooked that possibility. Or lol its not possible. :) Thanks for the wonderful work you guys have done.
  9. There is a file in the download off this forum thread that has the scripts. Its editable. All I ask for is to be recognized if you release anything.
  10. What's a PD? I've offered to give it to a few people and I've asked for help. No one has shown interested in either.
  11. Yeh to many people having to many problems. So I pulled it sense I do not have the time to work on it like it deserves. Ive not experienced that. Usually they are smart. They have flanked me without FOA. They take cover now without FOA. As for the shooting skills turn down the accuracy, and turn up there I forget what its called but its there sway of there weapon. I've not really seen very much interest in FOA so its pretty much gone the way of the dodo. The dodo did come back, but cant promise that with FOA. Right now just helping others when asked and when needed. I've written up a few programs for a couple other mods and couple missions. I don't have as much time to dovout to FOA as it would need. Every time I get it good. Bis makes an update and it goes to poopoo. lol Anyways Try Bcombat, ASR, Vcom, Dac, and/or Hetman. Those are all pretty good AI mods. Those guys know way more about coding than I do. ;) Going to have this thread locked. If you need anything regarding FOA. Shoot me a message. I cant promise much but may help.
  12. Now Just tested newer version. It all depends on type of ammo you are throwing there. for instance When I use Artillery shells I can place them 3000 k away and 3000 k in the air. They all hit where I want them... BUT when testing with bombs. no can do. You'll have to keep things at range I previously posted for Bo_GBU12_LGB Here is what I am playing with now: lol sorry had 2 targets I was messing with beggerm is a civilian I used this script to pic off on a bridge. Just with this version if you use a bomb or anything other than artillery you want get desired results fall back to the last post. ;) ok This seems to work pretty good with bombs: If you use bombs and 1st script above make speed 5. Bombs don't move as fast a projectiles.
  13. Here is something you may have fun with... Give it a try: _posO = TB1 getPos [300, (getDir TB1)]; _posO = [(_posO select 0),(_posO select 1),(75 + random 175)]; for "_i" from 1 to 200 do { _Ptargt = TB1 getPos [random 100 + random -100, random 360]; _flrObj = createVehicle ["Bo_GBU12_LGB", _posO, [], 0, "FLY"]; _dir = _flrObj getDir _Ptargt; _flrObj SetDir _dir; _speed = 2;// comment "Added speed"; //Next code sets bombs in direction with good amount of velocity to random TB1 pos ie _Ptargt = TB1 getPos [random 100 + random -100, random 360]; _flrObj setVelocity (((ATLToASL _Ptargt) vectorDiff (getPosASL _flrObj)) vectorMultiply _speed); ///Make sure all positions are in ASL format sleep random 1.5; }; TB1 is a target I placed on map. ps: Set _speed to 0.2; you can see them coming in significantly slower then work your way up till your happy. let me explain a bit _posO sets the bomb about 300 meters in front of target. This can be changed from any to random directions. _Ptargt sets random position to bomb around TB1 _dir gets direction from the bomb to the target Then next line sets direction. The next 2 lines set the speed to hit that position. :D hope you like and this helps. :)
  14. Set them to Careless till they get a certain distance from Kavala. use something like waitUntil {_unit distance Kavala < 300}; then set them to combat. You'll either need to place an object down and give it Kavala name in the variable name section.
  15. mikey74

    HETMAN - Artificial Leader

    In the script I have above. Just hint str which ever units you want to see. It will give you all of them. Cup infantry will be in there with all others...: example hint str RYD_WS_Inf_class will give you all infantry classnames of vanilla and mods you have loaded. :)
  16. mikey74

    HETMAN - Artificial Leader

    Cool beans didn't notice the auto file feature. lol Guess I got to busy learning the config commands I didn't look hard enough. Thanks. :)
  17. mikey74

    HETMAN - Artificial Leader

    I go through and create personal unit mods like a kid and candy. So I created this little script I've been using on personal missions. Maybe it will be useful to you and others. I put this in my init.sqf of any mission I'm playing or just goofing around with. So rather than going through and finding all the classes or a post with classes I wrote this to go into any HAL type mission I like playing through with different mods loaded. Hope this helps
  18. mikey74

    Variables not working?

    Used a ghost hawk with same names. Mine worked good. But I could be doing something different than you. Sometimes an extra set of eyes can help. Can you upload a sample mission just of what you are trying to do. If I have time I'll try and see whats wrong.
  19. lol I didn't know I already responded to this one. Glad ya got it working. :)
  20. mikey74

    Latest and Greatest AI Mod?

    Well I got to partially agree with both of you guys. You can manipulate AI. At one point FOA was very good a getting cover and doing what soldiers do in combat. But as for playing with hard coded stuff no. But BIS did leave us modders some back doors. So I used a few back doors to make the AI act as the stories I've heard and read. So in a sense it is possible to manipulate the AI, but Can Me Genesis,Fabio, or the other guys mess with the hard coded stuff. Not on your life. If we could we would have at one point or another. That being said. Because BIS has imo made very good improvements on AI. I just took the last version of FOA and basically enhanced what BIS already had. Worked good at one point. Just they have so many updates its hard to keep up and keep mods up to date. Especially when you're just one person.
  21. Was thinking not sure what your variables are but maybe TPW_Civillians, TPW_cars, and TPW_Air; Kinda rushed it out. Had some last minute Valentine shopping to do. lol But you can use those 3 global arrays to call up what you need. If you need to match factions it will take a bit more work, but I can probably get you pointed on the right direction on that and let your expertise blow it outa the water. ;) P.S ohhhh I forgot I have a script with what I sent you that makes planes use airports. They will fly from one airport to another. Its not 100% working but works a little. If you want I can send that your way too. Not sure Your mod has that yet? p.s.s lol You probably wont want those airport scripts, but if you do can confirm it works on Tonoa(except AI has problem in one of the major airports navigating), Altis, Cherneruas, Isla Duala(had to flinagle it but works), Panthera, but not on Sahrani. Let me know I'll need to clean it up a bit and put notes though. lol
  22. You can try something like this. May work a bit better depending on what you are looking for: I put it in my init.sqf file: I placed 1 civilian on map as my target and named him beggerm Call it through init, a trigger, or by another script with this: bustuup = [beggerm, 5] call Create_flare_bombs; My internet is to slow to show the results with a video, but try it out and see maybe you'll like it. ;)
  23. Hi TPW, You can try something like this to get all civilians, cars, and air that's loaded on players pc. private ["_cfgArray","_cfgVehicles"]; _CIVMen = []; _CIVAir = []; _CIVCar = []; _cfgArray = "( (getNumber (_x >> 'scope') >= 2) && { getNumber (_x >> 'side') == 3 } )" configClasses (configFile >> "CfgVehicles"); _cfgVehicles = []; { _cfgVehicles pushBack (configName _x) } forEach _cfgArray; for "_c" from 0 to (count _cfgVehicles - 1) do { private ["_current"]; _current = _cfgVehicles select _c; if (_current iskindof "Man") then { _CIVMen pushBack _current; }; if (_current iskindof "Air") then { _CIVAir pushBack _current; }; if (_current iskindof "Car") then { _CIVCar pushBack _current; }; }; use this to see what all it got: hint str [_CIVMen,_CIVAir,_CIVCar]; //or CopyToClipboard str [_CIVMen,_CIVAir,_CIVCar]; This is what it gives me on my PC: Hope this helps. Always loved your mods
  24. mikey74

    AAF REPLACEMENT PACK

    Just curious. I had thought about doing something like this at one point but could never get ahold of the modders who created these mods to get permission. Do you have to get Permission to use there mods in another mod? Very nicely done btw. :) Congrats! :)
  25. I edited the grabber. It works good. I've not got the mapper working 100% yet. At rate I'm going Bis will fix it. The Bis Mapper works but if you make like a house with Mg's at windows. They all spawn in laying down. But here is a grabber that can get you guys started. _CompGrab = { /* File: objectGrabber.sqf Author: Joris-Jan van 't Land Description: Converts a set of placed objects to an object array for the DynO mapper. Places this information in the debug output for processing. Parameter(s): _this select 0: position of the anchor point (Array) _this select 1: size of the covered area (Scalar) _this select 2: grab object orientation? (Boolean) [default: false] Returns: Ouput text (String) */ private ["_anchorPos", "_anchorDim", "_grabOrientation"]; _anchorPos = _this param [0, [0, 0], [[]]]; _anchorDim = _this param [1, 50, [-1]]; _grabOrientation = _this param [2, false, [false]]; private ["_objs"]; _objs = nearestObjects [_anchorPos, ["house"], _anchorDim]; _objsALL = nearestObjects [_anchorPos, ["All"], _anchorDim]; _objsALL = _objsALL - _objs; _objs append _objsALL; //Formatting for output private ["_br", "_tab", "_outputText"]; _br = toString [13, 10]; _tab = toString [9]; //Adding meta-data //_outputText = "/*" + _br + "Grab data:" + _br; //_outputText = _outputText + "Mission: " + (if (missionName == "") then {"Unnamed"} else {missionName}) + _br; //_outputText = _outputText + "World: " + worldName + _br; //_outputText = _outputText + "Anchor position: [" + (str (_anchorPos select 0)) + ", " + (str (_anchorPos select 1)) + "]" + _br; //_outputText = _outputText + "Area size: " + (str _anchorDim) + _br; //_outputText = _outputText + "Using orientation of objects: " + (if (_grabOrientation) then {"yes"} else {"no"}) + _br + "*/" + _br + _br;// _outputText = [];//"[";//_outputText + "[" + _br; //hint str _outputText;sleep 5; //_outputText = []; //First filter illegal objects { //Exclude non-dynamic objects (world objects) private ["_allDynamic"]; _allDynamic = allMissionObjects "All"; if (_x in _allDynamic) then { //Exclude characters private ["_sim"]; _sim = getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation"); if (_sim in ["soldier"]) then { _objs set [_forEachIndex, -1]; }; } else { _objs set [_forEachIndex, -1]; }; } forEach _objs; _objs = _objs - [-1]; //Process remaining objects { private ["_type", "_ASL", "_objPos", "_dX", "_dY", "_z", "_azimuth", "_fuel", "_damage", "_orientation", "_varName", "_init", "_simulation", "_replaceBy", "_outputArray"]; _type = typeOf _x; _ASL = _x getVariable ["ASL", false]; if (!_ASL) then {_objPos = position _x;} else {_objPos = getPosASL _x;}; //To cover some situations (inside objects with multiple roadways)_objPos = _x modelToWorld [0,0,0];// _anTH = getTerrainHeightASL _anchorPos; _mvTH = getTerrainHeightASL _objPos; _Th = _mvTH - _anTH; _dX = (_objPos select 0) - (_anchorPos select 0); _dY = (_objPos select 1) - (_anchorPos select 1); //_z = (_objPos select 2) - (_anchorPos select 2); _z = (_objPos select 2);//(_Th + ((_anchorPos select 2) - (_objPos select 2))); _azimuth = direction _x; _fuel = fuel _x; _damage = damage _x; if (_grabOrientation) then {_orientation = _x call BIS_fnc_getPitchBank;} else {_orientation = [];}; _varName = vehicleVarName _x; _init = _x getVariable ["init", ""]; //TODO: re-enable once 3D editor simulation is fixed //_simulation = simulationEnabled _x; _simulation = _x getVariable ["simulation", true]; _replaceBy = _x getVariable ["replaceBy", ""]; if (_replaceBy != "") then {_type = _replaceBy;}; _outputArray = [_type, [_dX, _dY, _z], _azimuth, _fuel, _damage, _orientation, _varName, _init, _simulation, _ASL]; //_outputText = _outputText + _tab + (str _outputArray); //_outputText = if (_forEachIndex < ((count _objs) - 1)) then {_outputText + ", " + _br} else {_outputText + _br}; _outputText pushBack _outputArray; debugLog (format ["Log: objectGrabber: %1", _outputArray]); } forEach _objs; //_outputText = _outputText + "]"; //copyToClipboard str _outputText; //hint str _outputText; _outputText };
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