charon productions
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Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No matter if its AI or a player, the sprinting speed is always the same, absolutely constant. I have not implemented any such feature. Concerning Eventhandler call, if you have not solved it yet. Define a function: Then attach the EH-Handler: -
Crocodile Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I intended that with the headshake of the croc. Doesnt work though, the prey is attached to a memory point of the crocodiles mouth. It shakes the head before making the kill bite, but the soldier does not move along with it. This is due to "attachto" not being updated with the animation of the attached object. No idea how to sync the headshake with a setvelocity of the soldier, was hoping "attachto" would actually do that. -
The Undead Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Its 3 files. There is new objects that necessitate 3 files. The reason for V0.9 taking that long is entirely the MP compatibility which is difficult to establish with such an unusual addon. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What do you mean with "slow down" and "fatigue" ??? They move with a constant speed infinitely. -
Crocodile Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The addon is out already, download link added to first post. -
Jungle Wars: Island of Lingor
charon productions replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here you go: Crocodile Addon Everything related to its animations, is still very experimental. Not enough time to come up with an entire crocodile animation framework. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You must "CALL" the Eventhandler, execVM is too slow. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What is the point of that teleportation? The predators are all handledamage EH controlled. Make sure you use "CALL" for your EH, as spawns or execVMs are too slow. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Okay in that case its difficult, didnt know your background. Well if there is only one predator cloaked at that time and that is the one you wanna find out then you can do it like that: Your 2nd question, every cloaking process creates a new undefined name. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There is no naming scheme. You can find all currently spawned predators is the array : CHN_PREDARR With a bit of scripting you can "catch" the cloaked predator in question. A cloaked predator has the variable in his namespace : -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The module is actually not active yet. It might be needed for full dedicated server compatibility later. If you just mean the general script activity, the position per se is not changed by the scripts. You should be able to setpos them no problem. The thing that is hard to keep is the name reference. So if you named your predator "Predator1" in the editor he will have a different name once he cloaked. At the moment i dont know if that can be changed. Trying to keep the name, the cloaking was not working correctly (which is a nightmare by itself already) and my main priority is to keep that working okay rather than spending days to save that name reference. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I dont see a reason for doing that. Shoot an Elder with an M16 for a while and then ask yourself why does a being that still consist of flesh and Blood should take 60+ bullets and bleed like a pig before it goes down? Some people already think they are too strong. ---------- Post added at 01:23 AM ---------- Previous post was at 01:22 AM ---------- All vehicles except those with a too high armor will get engaged now. If a mission maker doesnt wanna create a tank against predator scenario then he just shouldnt use tanks at all in the mission. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I expressed the same opinion about that a couple of pages back, this behaviour is not observable in movies. But in MP situations where people just wanna fight each other it can occur. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I tried to get as close to a no-gravity projectile as possible, but the Arma engine will let every projectile eventually "fall".So the extreme values i used might interfere the silly zeroing feature. The thermal view in the scope is not actually meant to be a targetting aid. Was more like a test to get FLIR and PPs work together which fails as i have described already. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I use "I","O","L",","-"." and some keypad ones -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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;) -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah its nicely scary hehe. ---------- Post added at 09:40 AM ---------- Previous post was at 09:38 AM ---------- He only selects targets to run up to and attack with the wristblades. The ranged weapon target selection is left entirely to the engine to save expensive calculations on the scripting side. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am pretty busy with the predators and aliens, but maybe after that i indeed had some ideas for colonial marines gameplay. Thanks for the kind offer. ---------- Post added at 08:13 AM ---------- Previous post was at 08:10 AM ---------- It would require a lot of tweaking for only a minor issue. Effort/yield relation is way out of proportion then. If you use invisible targets, then every other enemy for instance OPFOR soldiers will also fire their machineguns at the tank. And you cant just target the crew. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Okay thanks, concerning your first mission. You have to set independents are friendly to NOBODY for the humans to fire at predators. Its like with the undead mod. Setting this by script commands will only have them attack half-heartedly, its a BIS bug (might have been fixed with OA though, i dunno about that). Must be done in the editor. While i played it the Predator soldier did fire some plasmacaster shots, but the AI using that weapon ranged is a nasty issue. As i explained the damage is too high to make him just blast away with it. The2nd mission i cannot load, missing : "fdf_isle1_a","bd_tracer", EDIT: Okay i hacked it and removed the addons in the mission.sqm Yeah its a 1-shot kill inside the car, without the car being damaged. I fixed the damage EH now, so that not only the crew gets killed by one shot. I will now implement an armor value dependent damage increase for vehicles when they are hit with plasmacaster ammo. So an Abrams would be destroyed after 4 plasmacaster ammo impacts? A Hummer/UAZ with 1 shot? EDIT2: Okay it works well with cars and choppers now. But tanks wont be attacked because the predatorAI knows that the plasmacasters real damage could never damage the tank. Human predator players can take down a tank with 4 shots, its just the AI doesnt. So i dont know how to tackle that. -
Jungle Wars: Island of Lingor
charon productions replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Please feel free to discuss predator-related issues here : Predator Thread That way the Lingor thread stays primarily for discussion of the island. But to answer you question, this is not a consequence of the "cover with mud" function what you are experiencing. It happens even without it when swimming with certain addons like with the SEALs. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You MUST issue the command AFTER the predator is initialized. I would say 6-8 seconds after he is spawned, because the init-script sets that value to "OK". -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Only way is a hack, because cloaking is part of the strategy: -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
As i said that would enormously increase the complexity of the AI. Because stalking is a couple of more FSM blocks. I will give it a try though. The question is just. "What exactly does a stalking predator do?" He moves away from the targetted group significantly, like 500 meters? Then (in case the group moves/runs/escapes/or goes after him) he stays away in that distance for a configurable time window (setvariable) and then attacks again? Tried to get a shoulder-placed cannon to work yesterday, but it is impossible. Attachto, does not update the memory points position, when the character moves and proxies are non-AI vehicles. Arma engine doesnt allow this in any way, too bad. ---------- Post added at 04:23 PM ---------- Previous post was at 04:21 PM ---------- DAC is very script intense, so are the predators. The predator mod runs about a 100 scripts ! Such an AI is very demanding, together with BIS script execution limit, no wonder things go to a crawl. I recommend no more than 3 predators. Or maybe try spawning the first predator AFTER the DAC has initialized, if that is an option for you. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sure feel free to send me what you have. I adapted the FSMs now, so that if there is any manned vehicle closer than 200 meters to the predator, he will realize the necessity to conceal himself and cloak thereby making it impossible for that vehicle to pursue as easily as before. That way he does not have to fight the vehicle and continue with his mission. -
Predator Mod
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It reduces the complexity of the predator AI a lot if he keeps being offensive. If he stalks then many new cases have to be added, such as what happens if he gets attacked while stalking and so forth. Some players might also get bored to not see the predator and having to wait 10 minutes for him to attack again. The chakra disc aim and flight behaviour is still a bit off and the view moving up is due to the throwing animation which i cannot hack into to change that.