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AfricanWarhead

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Posts posted by AfricanWarhead


  1. I'm working on an elaborate mission where the player and his sidekicks have to hunt down a General that's on the run and hides in a whole bunch of safehouses. An 'informant network' relays the generals relative position to the hunters.

    I did this with a whole pile of triggers around towns where civilians hang out. Around safehouses I installed triggers to 'catch' the General if he incidentally runs past with his bodyguards. Now the same trigger says that if BLUFOR is there (detected by his bodyguards), the general must get out. But I need for him to run off in the opposite direction (and eventually intercept another safehouse trigger), otherwise he'll probably run into the Hunters. How??? I thought of making a waypoint on the fly using the 'direction' of the oncoming BLUFOR units (don't know is that's possible?). Any ideas?

    Or is there an easier way for the AI to choose for himself where he hides?

    cheers

    AW


  2. It will, but you will need to reskin it (and redo the named selection) on O2 import

    thanks for your help.

    I tried importing after editing in Max into LOD 0.000, added the Named Properties, but I am obviously missing something because the new mesh does not animate at all.

    So I exported it with zero settings, and to test it I imported it straight back (without MAX editing). It complains about missing KFData? What setting am i missing?

    What do you mean with reskinning? UVs? correct LODs?

    And named selection? - Named Properties?


  3. Are the trees from an addon? (for example African foliage) If yes, maybe the viewgeometry LOD is bugged/not finished.

    Duala uses African foliage yes, so that might be a problem... but I use the BI Salix trees made available through the @MAP mod (they are more bushier - not all of africa is acacia). So I presume that the view geometry is fine. I'll give it a test though.

    I wouldn't be surprised that A.I's have such sharp vision that if your ear would be visible through a hole of 0.1mm^2 through 8,192 leaves at a range of 112m, that would be enough for him to consider you a threat and blow a 7.65mm piercing in that same ear :D


  4. I did notice a difference but I have to test this further.

    But even so, not even an experienced SAS soldier would be able to spot me coming through 100m of thick bush so quickly... and then recognise me as a threat and write my name in my chest with bullets... but I guess that's what they're A.I for :)

    I guess I shouldn't really be complaining because I know what a biaaatch it is to program this stuff (I am a part-time software developer) but I think that it would be easy to add a method involving simple visibility parameters that override A.I spotting functions by setting concealment to 100% if the players relative location meets a critical density of trees beyond a certain distance from the A.I, depending on skill obviously... This way you can set the skill of the A.I to max and have a serious, but a more fair challenge. Or perhaps a calibration at the beginning of the game with a number of visibility tests (and shooting tests), where the A.I gets the same spotting (and targeting) skills as you have... and you can set them to slightly higher or slightly lower than you depending on how lazy or hyped you are ;D

    would this be possible in an addon perhaps??


  5. (exporting to max, reshaping then bringing it back)

    Nope. Forget reshaping, I cannot even import the 3DS I just exported... error: "Missing KFDATA section". And I've played around with all the settings. Bad application man! (I mean Oxygen)

    edit: it seems that KFData refers to Key Frame data... read elsewhere that this is a bug in the exporter


  6. I downloaded Duala and made a simple mission that I have to advance towards a complex with four targets. I altered the terrain to replicate the thick african bush (craploads of salix trees - the busy ones - had to adjust my graphics to accommodate for it).

    Right, so I play the mission. Within like 100m of the complex the AI see me and fire accurately at me. Now, between me and the complex there are like 12 salix trees in a row (and bushes), not to mention all the other trees to the side. I cannot see the AI at all. (I set damageAllow to false to experiment) After carrying on through the bushes, these guys fanatically unleash a barrage of fire at me and still I cannot see them. Only when I have 2, 3 trees left to go can I see the complex, and a little dark shape running around, and then a tuft of gunsmoke.

    Sorry guys, say what you will, but this part of the game is flawed. In real life, visibility would only be within 3, 4 bushy trees. These AI can see me through a small forest :P

    For the rest, Arma 2 is friggin AWESOME!

    cheers

    AW


  7. thanks for your post

    I have loads of C#, JAVA and 3D Max, Maya, Zbrush experience... but I have to get used to this system, its not exactly logically set up (quite bad imo - I develop software myself) and the 3DS exporter exports faulty meshes. I cannot do much with this software :(

    What I was hoping for was to export eh mesh in 3DS, reshape it, change the textures, import it again and then pbo it. But Even the sample textures cannot load because of case-sensitive issues with the file paths (which I thought I had fixed, but O2 insists that it still cannot load it) :P

    Is it just a very crummy piece of software, or am I missing something?

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