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About Skelt

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  1. Thanks Beerkan, those are a huge help! I am going to continue to research this before I start. I hope others may also include more implementation theories they may have, what eventHandler, bis functions, specific scripting commands they may use, and when/what they would detect, overall just general logic and or pseudocode. Thanks again, you've been a great help already Beerkan.
  2. Thanks Beerkan, but what if the projectile misses the target? I am going to start with 100% accuracy to enemy units within the players cursor, then from there, create a further algorithm to control hits / misses. I guess there is no point in conceiling the reasoning behind this script as I did with a spoiler in my first post, I am making a mission that uses mechanics similar to an RTS (Real Time Strategy) type game. Which makes it very difficult to aim. I'd like the players cursor to move to, and lock onto enemies within range, and within close proximity to the players cursor, then provide 100% accuracy to the closest selection. ---------- Post added at 06:16 PM ---------- Previous post was at 06:05 PM ---------- It doesn't have to be a elegant solution by any means, any old hack job will do. hmm, so fired event handler > capture the caliber fired > delete it > spawn new projectiles aimed at closest selections > setHit to that selection? ---------- Post added at 06:24 PM ---------- Previous post was at 06:16 PM ---------- Well thinking over cursorTarget; that is going to return an object, and not a selection of the object, so it would seem getting the selection that the projectile is going to hit will have to be in the greater algorithm.
  3. The quote came from this old BI thread, it may be deprecated but I don't really see why it would be. It is almost seeming as though I am going to have to delete the projectile spawned when the player fires (if possible), then replace those projectiles with ones that target the nearest selection.. The only problem I see with this, is that taking into account the weapon caliber... spawning a standard round no matter the weapon seems doable, but selecting the correct round for the weapon from the CfgWeapons might take too long and break the script...
  4. That could be the case, not really sure of the intent of your comment but thanks. Is there a way to detect which selection the player is aiming at or the closest selection?
  5. Is there a way to manipulate the angle of the camera? My offsets are about how I'd like, however I need to rotate along the X axis to look down just a few degrees. edit: guess ill de-bin it and have a look around.
  6. Hello, I am creating a mission which has a specific need to overhaul the way accuracy works. In short, I need to create an aimbot script. I am having some trouble finding a good starting point for the script and hope you guys could share some pseudocode with your thoughts of the best way to implement it. basically I am trying to: while the player is alive or in some main game loop: -gather enemies which are around the player <=100 meters and near the player's cursor. -firedEvent handler (I would think) to essentially re-aim the projectile -- It would be easy to just set the targets health to 1.. but then you could visually miss, and still kill an enemy, which is bad juju. Edit 2: Is there a way to raycast from the player? I have seen some scripts that appear to just turn your character to the enemy.. and that unfortunately is not enough, I need something that truly makes you accurate. ie: call bis_fnc_dirTo //is not enough I would not suggest posting real functional code to this thread and rather keep it more theoretical, with more thorough explanation and working code in private message, just because this type of code can be detrimental to online play in the right hands. If you absolutely must know:
  7. The mission is a Co-Op survival mission similar to DayZ or Wasteland. It has a number of different configuration possibilities. I am aiming for 10 man Co-op but I do plan to make a dedicated server version for those wanting more players or enemies. The mod, as I mentioned at the bottom of the first post is units / animations / skins / identities (faces). :) Yeah, that would be sweet if it would, maybe if I put the config.cpp in the mission folder and .pbo'd it, it'd work. I will try it out at some point. I think I have at least another week before I will be doing any alpha testing. If I can get the mission and mod to combine into one I will post back here. Also I will be checking this post periodically to see if someone has tried this in the past. Thanks for the replies. I appreciate it.
  8. Hello, I apologize is this seems obvious: If you have your mod folder, with your data and config.cpp in it, is there a way to incorporate it into the .pbo of your mission? for example: missionName.altis ->mod_folder_name -config.cpp ->data_folder Can I somehow #include these items in the description.ext? The syntax seems friendly enough. Or must I package my mod separately from my mission. I would imagine this is the case but figured I would ask. This is my first time working with mods. Thanks. In case mod content matters: The mod is comprised of units and animations. The units inherit from default classes but use custom anims which are in the data_folder. They also use custom skins and identities.
  9. Skelt

    Zombie Script

    Hello there, I am not sure if you are intentionally recreating this, but here is a package that has exactly what you are looking for: http://dynamiczombiesandbox.com/ It has loot, zombies, custom damage handling. It is based on the old Arma 2 zombie scripts, and the guy Craig who made DZS added a few very useful functions. The only issue with DZS is the zombies don't patrol, they simply stand around until they spot a player (aggro distance can be configured). Once spotted, a message is broadcast to other zombies and before you know it you have quite the horde on your hands. I use a very heavily modified version of DZS for my current project.
  10. Yeah I have used that and wasn't sure if it was my script that was bad or my call. Thanks! I will give that a try right now. Thank you guys much!! I will update this post if need be
  11. Hello, I'm using DAC to spawn some objects, which works just fine, however, I am trying to call a script when the objects are created. Basically I want to delete the object that DAC spawns and swap in a loot type item that can be placed in the player inventory. Right now I am having trouble detecting the objects DAC spawns. I am not sure if this is correct syntax but it looks good to me; no matter where I call this I can't detect my dac objects (that includes from the dac_config_objects). I would assume there is a problem with my code. I have tried several variants, but this one seems like it should at least detect the objects. _objArray = []; _objArray = nearObjects [getPos player,"object_class_name"],50];//set to -1 to search entire map? _x = 0; { _object = _objArray select _x; _actObj =_object addAction [""Pickup Item"",""pickupItem.sqf""]; //also tried just doing: _object addAction, and not assigning it to a variable. //_objArray = _objArray - [_object];//added this in just to see if it would make a difference and it did not. _x = _x+1; } forEach _objArray; I think I am going to have to create an event handler "init" however I can't find an example of this event handler in use. Thanks.
  12. Skelt

    Patch 1.24 (Bootcamp Update) Feedback

    Well.. that is rough. I guess I will have to look on the bright side at least it is free content and was released with good intentions to introduce new players to the game. I guess I will go see exactly which mods this broke so I can watch their release threads for an update.
  13. Skelt

    Patch 1.24 (Bootcamp Update) Feedback

    Do you use Steam? Do we just delete the pbo as usual? Did it modify other files? I need to rollback too.
  14. Skelt

    Patch 1.24 (Bootcamp Update) Feedback

    How do I correctly roll-back from this update? It has broken various sounds I am using for a custom mission I am making. I'd prefer my sounds work while I wait on updated versions of them. I do not plan to use this Bootcamp feature. I would not have updated to this manually, Steam did it while I was away. Thanks.
  15. Hey teaCup, you were exactly right my friend. I did not have my ConnectTo / InterpolateTo-From in correctly -- I had animation names in the array rather than class names. I got my animations working, but I had to go with what seems like an odd implementation because of CfgMovesMaleSdr / CfgMovesBasic in regard to the Actions class. Seemed like no matter what I tried it would always pop up a missing action (state). So in order to get around incorporating the entire 4000 or so lines of class Actions I used CfgMovesAnimal_Base_F which got around the missing actions and appears so far to work for my AIs. I am just now testing it. So far so good, I havn't noticed any funny behavior but it will need a few more hours of testing. Do you happen to know any way around the missing actions (class Actions : MyActions {...}; gives missing actions at run-time) when inheriting from CfgMovesMaleSdr / CfgMovesBasic. I will probably be editing my first post in this thread to change it to a tutorial for getting animations into the game for other people who are in, and will be in my position in the future. Thanks again for your help teaCup, it was extremely valuable to my project.