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lightspeed_aust

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Everything posted by lightspeed_aust

  1. lightspeed_aust

    Jungle Wars: Island of Lingor

    agreed - no more bs in this thread - respect for the man and his f'n amazing island.
  2. I want to execute Random House Patrol script on opfor when blufor enters zone - not sure how to do this. this is the line of code - guard = [this] execVM "HousePatrol.sqf" thanx in advance Lighty.
  3. lightspeed_aust

    Script loop over all OPFOR in zone

    see there you go again :) ill try it out shk thanx
  4. lightspeed_aust

    Script loop over all OPFOR in zone

    no you missed the point - i want to know how you would loop the command over all enemy units in a zone (rather then placing the command in the init line of each unit - just loop the script over all the units once).
  5. @ Tophe - have you got a way to cancel your script at any point? say for example you wanted them to leave the house to engage or chase down known hostiles using upsmon for example.
  6. i think this sounds like it could be true based on my tests - its when they have seen me that they will move out to engage and flank - if that is the answer then thats cool - as long as we understand how it works we work with it. i have tended to use "nomove" to prevent AI from abandoning the areas i want them to protect regardless of radio information passed from other AI. i will test "nofollow" some more and report my findings.
  7. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    thanx for the advice - makes sense too - i wonder though one upsmon finishes dealing with threats that waypoints with "nowp" cease and then random house patrol would resume - i'll test it some more and if it looks dodgy i will look at how to cancel the script.
  8. "nofollow" did not work for me either - the AI left the zone. "fortify" does work, however, the AI always seem slow to react - I found the RandomHouse patrol to be better, in fact, using RandomHouse patrol, with upsmon is even better (thanx for the advice Galzohar). how to do it - give the men patrolling the house the random patrol script in their init line, but make them invincible until they are engaged by or spot enemy (you) [i do this bcoz for some reason the AI tend to injure themselves walking around buildings]. also add upsmon "nowp" to their init line and make their marker zone the village they are in for example. what happens is this - 1. they patrol the building randomly until they spot you or are fired on at which point they stop patrolling and engage you. 2. they will then radio in support from other AI. 3. at some point they will also leave their building and try to hunt you down. 4. once the firefight is over they will resume patrol of the house. really solid script combination for AI.
  9. a year later and has anyone worked out a fix for this?
  10. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    @ mrcash i am using vanilla AI for testing purposes - if ppl want to add enhanced AI addons later then thats up to them. i am hoping Ice will include snakes and crocs within next release of Lingor and he is also adding dope plants which i am incorporating into one of my missions. @ galzohar dint realize you could use both which is excellent - quick question how would i abort the house patrol script on the units? actually, i thought they aborted patrol on engagement with enemy. if admin wants to move this thread to "user missions" thats fine by me ---------- Post added at 07:29 PM ---------- Previous post was at 06:47 PM ---------- just did a kwik test of the housepatrol with upsmon - on seeing me the AI in houses would radio in support but also leave their houses and hunt for me within the village - after killing me they return to the house and recommence patrol. two words for this: F'N AWESOME!!
  11. yeh i have tried this - seems not to fire at times - a bit inconsistent. possibly revive issue
  12. lightspeed_aust

    Crocodile Addon

    yeh the effect in deep water is good - shallow water dint work so well. great addon though :) great for Lingor
  13. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    quick update - well ive just put down some opfor on mission 1 for testing using upsmon and really happy with the first run - i did in a SP mode with 6 AI in support. with upsmon i use a blend of nowait and nomove and for these missions i keep the radio distance to about 200 meters so AI dont travel half the map to find you. with the random house patrol script which i have also tested (i think its better then upsmon fortify) these AI should behave in a realistic and challenging fashion. what im really impressed with is how well you can keep your stealth on the approach in Lingor - and carefully planning the assault and fall back positions to defend against flanking leads to excellent results. attacking from the ridge lines is extremely difficult as it has always been in Arma2 which leads one to descend into the valleys and use the lowground. the AI (Lingor Rebels) are pretty accurate, fortunately the large number of rocks dotted around the place provide excellent cover. the AI of Ghost Recon were some of the best seen in tactical shooters and with upsmon and house patrol - they are also excellent but behave very differently in Arma2.
  14. lightspeed_aust

    Snakes and Adders

    does anyone have issues with the snakes getting stuck in one position? if so, what is the cause/fix? thanx
  15. lightspeed_aust

    Jungle Wars: Island of Lingor

    not sure where to place issues about the crocodile - i know its still beta so this is what i have noticed. he looks brilliant when he comes at you from under the water - scared the shit out of me even though its not even real lol. he did tend to float with the waves though which dint look as good - would be better if he is unseen if he is going to bob in the water - make him stick to ground instead. after he strikes he seems to get stuck and jump out of water - like when you glitch on a rock in OA - he seems to be stuck on your dead body is there a thread for croc discussion? tested these crocs in the deeper water - definitely seem better there :) not good in the shallows.
  16. {(isPlayer _X) && (alive _X) && !(_X in list ExitArea)} count allUnits <= 0 this did not work for me - as soon as one of the players enters it triggers endmission - while half of the players are not in the zone.
  17. @ Nomadd this was one of the options I was thinking - how do you loop the setdamage true over all the units though?
  18. i know there would be a way to do this but not sure how - the purpose being to prevent/reduce the chance of AI dying b4 you get to them. instead of executing the script immediately on the units, you wait until BLUFOR is within a certain range of the buildings then execute the script on all enemy units within the zone. so instead of walking 10 minutes to the buildings and the AI have been patrolling and possibly dying this entire period, you execute the script when BLUFOR is about 1 minute away from the units = 9 minutes less of patrolling and chance of dying. thoughts?
  19. lightspeed_aust

    Jungle Wars: Island of Lingor

    i was joking about the bug - its bcoz i am to stupid to find that 6th rock :) i have looked everywhere but still nothing. arrrrrrrrrgh!
  20. lightspeed_aust

    Jungle Wars: Island of Lingor

    i have found a bug with this map - the 6th rock is not in my version - i think i have walked, sailed, and swam whole map - maybe someone stole it so i could not complete riddle - thanx heaps whoever that was...really mature!
  21. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    ah those Bon inf scripts are the shit - and I will use basically what he has already but modify one or 2 things and add in the demolitions specialist. should not take nearly as long as i first thought it would.
  22. lightspeed_aust

    Ghost Recon:Island Thunder Campaign

    quick update - mission 5 is done so just to recap - missions 1, 2, 3, 4, 5, and 7 have all objectives working from start to finish and just waiting for units and then testing can start. mission 6 - work has begun on objectives. mission 8 - not yet started - but location and mission planned. mission 9 - (was first mission 5, now an extra mission) main objective scripted for fireworks and will add new objectives to make it another GR classic. mission 10 - i've got 9 in the pipeline, why not just make it 10. these will all be made for 7 and 14 player coop (dedi server compatible) and sp with team switch, revives, and hybrid high command for better command of squad. mp kits will have the Bon inf selection for each class - sp are fixed. there will be no save function. lol thats for you Cash ;)
  23. lightspeed_aust

    Jungle Wars: Island of Lingor

    im stuck on riddle 6 - i think that one just involves a lot of looking- could be in a few places. i go back to mission editing for now :) Ice - island looks even better - you have nailed the mangrove feel of the rivers - perfect!!
  24. lightspeed_aust

    Jungle Wars: Island of Lingor

    this is such a ridiculous generalisation - there are over 3500 species of grass and you have decided that all tropical grasses are really vivid light green.
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