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igneous01

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Everything posted by igneous01

  1. So i have decided to make a mission that involves UN forces protecting a presidential rally from possible rioting or attacks from rebels or civilians. The idea is great and all for what im trying to do, but the biggest problem is the civilians themselves. I want to simulate a large crowd of people blocking the sides of the road, and possibly have a random selection of these civilians pumping their fist or playing another random animation (I have this script worked out) however i have some issues getting this to work: - I cant have 144 civilians in their own groups just to make them play some animation - i need to have some room for other people as well - Civilians in groups tend to space out and scatter, rather than cluster themselves into tight crowds - disableai works for these groups and none for special, however, the lag from the ai trying to reform on their leader (because this is still being processed) causes huge fps drops when lets say 3 groups of 40 civilians per group are present. - I cant get them to play the animation script when their movement is disabled. - Because the animations are looped, there are alot of while loops happening per each civilian the animation is attached, also hogging cpu So, does anyone have a solution for getting a crowd of civilians to stand like walls, maybe loop an animation over, and still be cpu friendly?
  2. igneous01

    Radio Triggers and Waypoints

    bluforgroupleader knowsabout badguyleader > 0.2 anything above 0.2 is usually confirmed as being an enemy (from my experience atleast) for the blackhawks, before the move waypoint, add a hold waypoint, and synchronize the radio trigger to the hold waypoints for every helicopter. and to make ai neverfire unit setcombatmode "blue" that will make a unit never fire, then in the trigger or w.e u want to activate: unit setcombatmode "red" will make them open fire, engage at will, you could use "yellow" if fire control matters.
  3. igneous01

    Music in Multiplayer

    yes, but not all scripts are run for every client (from my experience dealing with it usually alot of restrictions and checks are put in place) so hence my perspective on the problem. The trigger activation is supposed to work, but since triggers are created local to each client, it will fire off for one client where the condition is true, and may not fire off for another. Ive had simple triggers like these playing alarm sirens inside a base, and usually the result was only the host could hear the sirens, and no one else would (isServer check was not performed here) thats from my experience with mp and triggers, they still baffle me sometimes in the most unexpected ways.
  4. thats what i want to go. im using the cheap method here, civilians present trigger and using civis = thislist to get all civilians. however im not sure how to divide that into groups (need a refresher on that) now i have a new problem, i have civilians attached to a 0% independant leader, and have them to setcaptive false (using same method above, independant present trigger to return all indeps) except when i go to switch them back to false, they dont setcaptive back to false, and they dont even recieve weapons either. im at a loss as to why it isnt working here is first trigger independant present: Inre = thislist; {_x setcaptive true} foreach Inre now im testing with a radio trigger activation: {_x setcaptive false; nul = [_x] execVM "Armed.sqf"} foreach Inre it works, if setcaptive is default to false, however once its true, it stays true and doesnt get turned off, and my armed script does not kick in. what could be the problem?
  5. igneous01

    Music in Multiplayer

    yes, if statements can only be used inside a script in this case im not sure what you would use as a trigger condition in this case.
  6. igneous01

    Team Shadow - Sniper Campaign

    I tried both links on this page and the ones on armaholic, i can open and extract each one of them. I will add another link that is a rar file, hopefully that will solve it ---------- Post added at 21:55 ---------- Previous post was at 21:52 ---------- http://www.mediafire.com/?8ab8b1lpei95onr
  7. igneous01

    Music in Multiplayer

    oops my bad, i dont know the command that well. in that case if (isPlayer) then { playmusic "somthing"; }; that should work, because then each unit that is a player will play the music file
  8. igneous01

    Team Shadow - Sniper Campaign

    i can open it just fine, i think the problem here lies with the winzip and power archiver not being able to open 7z files. I use winrar, but there are free 7z zip software that lets it extract it
  9. igneous01

    Music in Multiplayer

    heres one way {_x playmusic "something"} foreach playable
  10. igneous01

    Team Shadow - Sniper Campaign

    idk :D the woods seem empty, but really, there a very dangerous place. I saw bigfoot two times in those forests - he must be hiding somewhere
  11. I would recommend checking out my Team Shadow Campaign. However depending on your tastes on combat, sniping may not be your thing, but the campaign overall is balanced and kept realistic for the most part.
  12. igneous01

    Team Shadow - Sniper Campaign

    Updated campaign, mainly to fix the problem with Invisible Man, and a few other tweaks. First post updated
  13. igneous01

    Team Shadow - Sniper Campaign

    thanks for pointing out those issues, i was beginning to think the last few missions were too perfect. I will take a look at invisible man again because i remember the timer being set to 45 mins, perhaps i may have accidentally screwed something up. and you have pointed out something that truly frustrates me with chernarus, the fact that there are NO GOOD SHOOTING POSITIONS anywhere near forested areas, especially around isolated villages. thanks for the feedback, i will add that to my list of things to improve ^^
  14. easiest way is set trigger to anybody present {_x allowdamage false} foreach thislist
  15. igneous01

    Fsm - ?!?!?!

    i think the problem here is that you cannot use the guy the fsm belongs to as the target. It might be something that the FSM is a little anal about. so maybe something like this doFSM ["FSMGU.fsm", position this, unit2]; where this is unit1, see if that works
  16. igneous01

    Suicide Bomb Function

    there are a few workarounds to getting priority over something, it just becomes a bit more challenging with arrays of units. ---------- Post added at 17:10 ---------- Previous post was at 16:58 ---------- heres a sample mission: http://www.mediafire.com/?6xgtxm2xrl1sz6w I used ambient civilians here, and it randomly picks one of the civilians inside the trigger area and executes the script on them. the script then checks to see if the civilians has identified a target of value (in this case west), then it checks to see which is closest to them, and rushes in blowing themselves up when in range. not exactly finesse, but it works, and should work in MP if isServer is added into trigger condition. how to call the script: nul = [yourguy, WEST] execVM "SuicideBomber.sqf" where WEST is the side that the unit will attack. works with civs and works with any other side, but it would be recommended you dont give them a weapon, otherwise it defeats the purpose.
  17. igneous01

    Suicide Bomb Function

    you could do something like: one function that checks the suicide bombers knowsabout about other units, and then do something like highest knowsabout unit -> attack that unit -> If fail to attack, engage closest unit fsm might be the way to go on this one, ill see what i can come up with.
  18. igneous01

    Fsm - ?!?!?!

    that depends on how you are passing _target in your fsm? it might be that target is no longer alive, or simply doesnt exist at the time doFSM is used. _soldierOne doFSM ["move.fsm", position player, player] try it on an object like a static ammo box or something that is clearly there inside the mission. i think you might have used your fsm guy as a target, which is why it isnt working.
  19. the problem is that it is trying to getvariable objectdamage when it hasnt been defined yet, you would need to set the variable in the init of the object before you launch this event handler
  20. your problem is your using OR, it should be AND if (daytime > 18) and (daytime < 6) then { the reason why it didnt run with or is because the script only turned on when it is exactly 1800 OR exactly 0600
  21. its the key right beside the right windows key, i dont know what its called, but that will give you the ace options for everything
  22. i think you might be missing something with your kbtell. It should automatically fade out after a few seconds of being said. if you say its coming up immediatly at the intro, then you need to adjust when it happens. it could be that you put it before a waituntil part of your camscript, which causes it to load too fast. might be best to convert it to sqf, and add the kbtell into the cam script itself once a certain condition is met (such as black screen has faded in) or something.
  23. from my experience, shooting an m24 300m out at an ai group, and if hitting on the first shot, will put them into danger mode, but they do not return fire on my position (unless im in clear sight of them). and they do not discover me either. however, firing the m107 or tac-50 at 900m and less, the ai group will always return fire if killed on the first shot. and usually they do start following you.
  24. was this done in MP or SP? in SP selectPlayer selects the player unit determined in the editor, so it could be that your playable unit that you switched to via selectPlayer has no role as a player unit. in MP it might be a similar issue, because a unit is not defined as player (ai, playable) it does not have a role as a player unit so to speak. thats my best guess as to what this means.
  25. enablesimulation false - this will stop all simulations on a particular object or unit. disableai "MOVE"/"TARGET"/"AUTOTARGET" - disables a component of the ai's ability.
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