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igneous01

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Posts posted by igneous01


  1. well its not so much getting them to fire (once seen, dowatch, dotarget, dofire)

    but even with dofire their aiming is horrible (probably caused by the continous shaking of when they are aiming)

    ---------- Post added at 17:22 ---------- Previous post was at 16:51 ----------

    it seems i have another conundrum with this.

    I was thinking of scripting the snipers expertise with knowsabout, and dofire on the knowsabout target and setdamage when they fire.

    However, the ai can sometimes knowabout targets that are not even in their line of sight. I would need to check to see if the ai sniper can see the unit before firing, otherwise he would fire behind a wall (or somewhere where he cant be seen at all) and end up killing them anyway.


  2. ambient combat module only allows you to change what units and how the frequency of when they spawn will be. It doesnt exactly let you tell them to attack you.

    However, if you set the range to 300m or less theres a goodchance they will see you and engage you. But sometimes they might not notice you.

    If you wanted to get proper sort of attack from units, you would need to use something like createvehicle or createunit to spawn units, and then create a waypoint set to location of the player.

    if you wanted to continue doing this you would need to loop the script.


  3. So im making a countersnipe mission where an enemy snipers general location was identified when they fired off a round. It seems easy enough to make them relocate from position to position without being seen by the player that easily. but the real problem is when the player is maybe 800m away, and the ai sniper detects him.

    The ai sniper wont fire from this range (unless you fire on him first, which ruins the idea of him being an elite sniper) and, his accuracy is horrible at this range. I want to somehow make him have 100% accuracy (or atleast 95%) at all ranges except past 1200m. But it seems like setskill "aimingaccuracy" does not make him a great shot at these ranges. i set it to 1 but he still wasted all his ammunition trying to hit me, but never did.

    btw im using ace.

    Can i somehow make the ai cheat some more? also i would do setdamage on the player, but since the player will be searching him by when he fires at friendly soldiers, it would mean i need to check if he sees the right person and is aiming at the right person in order to setdamage.


  4. My favorite firefights have always been the simple ones, like 2 squads vs 2 squads. I remember spending 40 some odd minutes being stuck in a village with just 4 of my squad members and myself still alive, whereas the other squad was completely annihilated. It went from a long range shootout to a MOUT to a CQB in just 20 minutes.

    Good times (y)


  5. Ive been trying to get this to work but i keep getting the same error:

    line 53: '/Weapons.if': '(' encountered instead of '='

    this is what i was using to check if a weapon addon exists, and then add it to gear selection during briefing if it does. Its near the end of my class weapons list.

    if (isClass(configFile >> "CfgWeapons" >> "UKF_L115A3_wdl")) then {
     class UKF_L115A3_wdl {count = 1;};
    };
    

    Is this possible to do? I really want to make my mission more addon compatible if a user is using custom weapons


  6. possibly making a while loop that updates the players position and moves the sandstorm function?

    it only runs once as its initialized, but it wont update because its not longer running (if you know what i mean) so having a while loop with the sandstorm function should have it update on the players position (but this may look bad if it starts disappearing and reappearing)


  7. my apologies, looks like i was wrong with how you define groups. you cant make an empty group using null or grpnull (was just a theory)

    but i found out a way to do it.

    place a gamelogic down, name it something

    then make the groups

    group1 = group logic1

    group2 = group logic2

    group3 = group logic3

    now you can make your unit

    "soldierWB" createUnit [getPos logic1, group1]

    this works, i tested it to make sure


  8. i agree with hunter, sometimes shit just happens in this game, a stray bullet gets you in the head, shrapnel kill you, or something else. its just the way the game works. doesnt really matter who or what killed you, its just the way it goes.

    but there are killed by hints on most domination and pub servers, so unless you were playing some clan realism one, then you would get a killed by hint.


  9. Question about houses/buildings that can not be entered. I thought I read somewhere around here a long time ago that houses/buildings like this can be "animated" to have an interior.

    Is this true? If so, can any one help me with how to do this. I would like to use a building in a compound on the map but it's not one with an interior!

    I searched all over but all I can find is about making these buildings have lights, etc. but I thought I saw something about spawning an interior. Maybe I'm delusional though. ;)

    im interested in this as well, i remember from a mission in the red harvest campaign of a building that had an interior and all, but when looking at it in the editor, it was just fake windows and no way in??


  10. if you look under the comref, theres a bunch of ways to disable the ai

    unitname disableai "move", unitname disableai "anim", also things like "target" and "autotarget" can also be disabled.

    and yes you can put them all in individual groups, but you must make the groups exist first, as 1 unit = 1 group in this case.

    so if you have 3 units that need to spawn in specific places without moving, u would need 3 existing groups, as i suggested, that are defined but have nobody in them.

    so after you can do

    "soldierWB" createUnit [getMarkerPos "barracks", group1]

    "soldierWB" createUnit [getMarkerPos "barracks", group2]

    "soldierWB" createUnit [getMarkerPos "barracks", group3]

    and they will spawn and stay where they are, since they are their own groups and have no orders ^^

    yes you can put this inside the init. recommended you define the groups in a player or units init, so that it will define the groups before you spawn them


  11. group alpha is just the name of an existing group.

    if you dont want the units to be in a group for various reasons, you have to define the group names first.

    you could try group1 = group null, group2 = group null etc

    this will define these groups, but have nobody in them, then you can use create unit, and use a group for each unit you want to spawn.

    but im not sure if this will work, it may destroy the variable, rather than making an empty group. if that doesnt work try grpnull instead

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