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Pioneer760

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About Pioneer760

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  1. Just now I see your comment - it was not busy here for a while. Why dont you post your code? I my case it works just fine. Below I ll post the entire code. Good luck Pioneer760 //;;---------------------------------------------------------------------------------------------------------------------------------- //; //;; //;;---------------------------------------------------------------------------------------------------------------------------------- if (!isServer) exitWith {}; If ((not alive ari1) and (not alive ari2) and (not alive ari3)) exitWith {}; // aritarget2 //_X = 16468.031; //_Y = 9022.5645; //_z = 680.3761; //_X = 9618.8584; //_Y = 9809.8506; //_z = 1200; // mortar class: O_Mortar_01_F (Vehicle ari1) addmagazine "8Rnd_82mm_Mo_shells"; //8Rnd_82mm_Mo_Smoke_white 8Rnd_82mm_Mo_shells 8Rnd_82mm_Mo_Flare_white (Vehicle ari2) addmagazine "8Rnd_82mm_Mo_shells"; (Vehicle ari3) addmagazine "8Rnd_82mm_Mo_shells"; //16468.031, 9022, 680 _shellMagType = "8Rnd_82mm_Mo_shells"; //8Rnd_82mm_Mo_Smoke_white ari1 doArtilleryFire [[13622, 7478, 120], _shellMagType, 2]; Sleep 0.8; ari2 doArtilleryFire [[13622, 7478, 120], _shellMagType, 2]; Sleep 1.2; ari3 doArtilleryFire [[13622, 7478, 120], _shellMagType, 2]; Sleep 8; ari1 doArtilleryFire [[16468, 9022, 680], _shellMagType, 1]; Sleep 0.9; ari2 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 1.5; ari3 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 8; ari1 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 1.4; ari2 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 0.5; ari3 doArtilleryFire [[16468, 9022, 680], _shellMagType, 1]; Sleep 10; ari1 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 0.8; ari2 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; Sleep 1.5; ari3 doArtilleryFire [[16468, 9022, 680], _shellMagType, 2]; ari1 DoWatch [_X,_Y,_Z]; ari2 DoWatch [_X,_Y,_Z]; ari3 DoWatch [_X,_Y,_Z];
  2. Christmas Time – Present Time! SP Mission “Operation Ridge Sweep A3v08†is improved, updated and easier to install Unusual Arctic Alpine Warfare Setting with Avalanches + Crevasses + Snow + Low Clouds Watch the first post for videos, download links and details Have fun on the beckoning summits! Pioneer760
  3. Hi Editing folks, Help is much appreciated for following issue: Objective: Making AI soldiers (standing guard and being idle) do extra moves to increase immersion (e.g. exercises kneeling, pushups, fixing weapon/ boot laces, etc.) BUT without disabling their ability to detect and respond to enemy present. So far: I used the Post Guard script to let them scan different directions and added extra moves. But AI wont detect enemies or respond to shots fired at them (reasonably fast) while doing moves and get stuck later sometimes. BIS Simple-Guard-Post-Script&highlight My core code so far: // Start scanning while {alive _unit} do // loop while unit is alive { hintsilent str (_unit knowsAbout player); if (_unit knowsAbout player > _knowsAboutThresh) then //in case of detected enemy present unit should not go into watching or animation mode but fight { // unit should get into the right AI fighting mode _unit selectWeapon primaryWeapon _unit; //to avoid unit fighting with pistol despite not having one due to animation/move that required shouldered primaryWeapon _unit setBehaviour "COMBAT"; _unit setUnitPos "AUTO"; _unit enableAI "WATCH"; _unit enableAI "MOVE"; _unit switchmove ""; // switching to random move without delay/ aborting move quickly _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "ANIM"; } else // this is the normal guard/scanning and do move mode { // 1. setting and 2. reseting values in case unit calms down after being alert (knowsabout less then knowsaboutthreshold) if (_range < 0) then {_range = 0}; if (_range > 360) then {_range = 360}; if (_beh == "CARELESS" || _beh == "SAFE" || _beh == "AWARE" || _beh == "COMBAT" || _beh == "STEALTH") then {_unit setBehaviour _beh} else {_unit setBehaviour "SAFE"}; _unit setUnitPos _stance; // Preparation of Watch in direction _left = _startdir - (_range/2); _right = _startdir + (_range/2); if (_left > _right) then {_left = _startdir - (_range/2); _right = _startdir + (_range/2)}; _left = round _left; _right = round _right; _dir = random (_right - _left) + _left; if (_dir < 0) then {_dir = _dir + 360}; _pos = position _unit; if (_height) then {_zaxis = random 20}; if (!_height) then {_zaxis = _pos select 2}; _pos = [(_pos select 0) + 50*sin _dir, (_pos select 1) + 50*cos _dir, _zaxis]; _unit doWatch _pos; //animation moves _sel = floor(random(((count _Anim)+1) -0.5 )); //number of animations in the array, randomly selected and changed into an integer number _unit playMove (_Anim select _sel); //this loop should abort the animation in case the unit gets to know more about the player during animation while {(animationState _unit) == (_Anim select _sel)} do { if (_unit knowsAbout player > _knowsAboutThresh) exitWith { _unit enableAI "ANIM"; _unit enableAI "MOVE"; _unit switchmove ""; // switching to random move without delay/ aborting move quickly _unit selectWeapon primaryWeapon _unit; //to avoid unit fighting with pistol despite not having one _unit setBehaviour "COMBAT"; _unit setUnitPos "AUTO"; _unit enableAI "WATCH"; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; }; }; _wait = (random 10) + _delay; sleep _wait; }; }; How can I do it better / make AI respond faster while doing a move? Cheers I am currently improving my mission: SP-Operation-Ridge-Sweep--A3v01
  4. You, Sir, are really fast. I just edited my first post and added some working links, proving the code works for standard mission. Thanks! Anyhow its late on this side of the planet. I will force myself into that strange problem later. Wait! Your coordinates suggest XYZ order not XZY that I am using. Arrggg, that was the problem! For some reason I thought its the alternate order. Thanks for you help. Cheers!
  5. Thanks for your answer, but I have tried that already. And I have tried it again with some further tests to encircle the error. No positive effect. There could be an unsolved issue with doArtilleryFire: "Confirmed, still an issue in stable, in dev 1.09 doArtilleryFire seems completely broken! :-o" (On server versions) http://feedback.arma3.com/view.php?id=15818 On the other hand it seems to run just fine in youtube examples: Hm, my code is not different from the examples and I have reduced my working script to the core task. Still no effect (the script is working - the gunner is adjusting the mortar, but not firing; the target is within the standard close range of the mortar) ari1 doArtilleryFire [[16468.031, 680, 9022], "8Rnd_82mm_Mo_Smoke_white", 3]; Cheers
  6. Lone mission builder needs help for at least one of the following two problems Background: I like to make AI shoot artillery without hearing the impact explosion near by Solution A --------------------- Make AI shoot smoke shells. My script is running well with standard HE shells, but not with the smoke shells/ smoke magazine classes. I do not know why. (Vehicle ari1) addmagazine "8Rnd_82mm_Mo_Smoke_white"; //classes: 8Rnd_82mm_Mo_shells, 8Rnd_82mm_Mo_Smoke_white, 8Rnd_82mm_Mo_Flare_white ari1 DoWatch [_X,_Y,_Z]; ari1 fire "Smoke_82mm_AMOS_White"; //classes: mortar_82mm, Smoke_82mm_AMOS_White, 8Rnd_82mm_Mo_Flare_white Solution B --------------------- Make AI shoot in long range mode behind a mountain, but I have no clue how to code this long range mode. Thanks a lot for your help!
  7. How to play environment sounds when having switched off the annoying standard sound (enableEnvironment)? You can switch off the annoying cricket sounds (enableEnvironment), however then u cannot play any other environment sound like wind etc. Background: I am using an old Arma 2 alpine Map in Arma 3 that plays the Mediterranean sound, which I like to replace by a standard strong wind sound. Thanks in advance!
  8. How can I permanently switch off the insect sounds on Altis/Stratis? Background: I am using an old Arma 2 map in Arma 3, on which these environment sounds are played automatically - not really fitting in winter times and alpine area. Mount Aoraki / Operation Mountaineer / Ridge sweep Thx
  9. Thx. Wow, nice video, nice music! Nice script. When the sound issues are fixed (environment strong wind) I’m going to make a video about the mountaineering mission as well. You can run the island in Arma 3 without Arma 2. So have fun. But my mission requires Arma 2 currently and the cloud module as well. (With Arma 3 only the sky and the environment sound are bugged.) A real port of the Aoraki map would be nice but unlikely to come. So, I had to trick my way around some issues. I’m not a map moder – should not be too much work to fix sound and sky on this map. And Rocket Dean Hall was working on an highres updated ... guess before Dayz consumed him. I love this map and have four years old ideas about a mountaineering mod – now easier to make because of all the survival scripts/code out there. ---- With the Maule M7 ski plane you can have a lot fun there too. @ Maule M7 ski plane With the coast guard MH60 and its winch I rescued mountaineers in bad weather from Aoraki back then. The Arma 3 lightning strikes would even add more immersion. @ Coast guard Rescue MH60 with winch Best
  10. If you want to see results, the mission is ready (first port version): SP-Operation-Ridge-Sweep-Operation-Mountaineer
  11. Christmas Time – Present Time! ************************************************** ******************** SP Mission “Operation Ridge Sweep A3v08†is improved, updated and easier to install Unusual Arctic Alpine Warfare Setting with Avalanches + Crevasses + Snow + Low Clouds Sweep the enemy off the mountain ridge and survive bullets, deadly falls, avalanches, and crevasses! Expect fantastic mountain views with clouds around and under you and expect uncommon threats in an unusual scenario. Playtime: 2+ hours. Due to different approaches (many ways and paths with different character) it has high replay value too. Showcase based on Operation Ridge Sweep Intro of Operation Ridge Sweep The core idea is to generate a mountaineering atmosphere and to exploit the magnificent map of Aoraki – Mount Cook of New Zealand made by Dean Hall. I changed the mission file a lot to make the old Arma 2 island addon running in A3 almost as good as in Arma 2. Mission download: Operation_Ridge_Sweep_A3v08.rar Have fun on the beckoning summits! Pioneer760 Requirements and addons (as of Dez 2014) - Arma 3 - All in Arma (AiA TP) OR All in Arma Standalone Lite - CBA Community Based Addon - Terrain “AORAKI/ MOUNT COOK ISLAND (ALPHA)â€; 0.1 ALPHA, 15 January 2011 and “usec_alpine_v0.1â€, which comes usually together with “aoraki / mount cook “ add on @Aoraki Mt. Cook addon Useful Addons but optional (will work without) - GDSN_IslandLightingFixes IslandLightingFixes Change log A3v0.8 ----------------------------------------------------------------------------------- - the weather/ cloud module files are included in the mission package, since they fall under the “Arma Public Licenseâ€. Extra effort to get these files is not necessary now. - more crevasses added - improved mission settings, waypoints, locations, messages, etc. - improved sound effects for wind and environment - more old Arma2 code deleted (in Arma3 editor invisible) - improved scripts and functions (avalanche, crevasse, etc.) - switched off script for idle moves for guards standing around (does disturb the AI detection skills heavily) - the end trigger was moved closer to the last action - traffic on glacier changed, the convoy will appear later
  12. Update The cause for the smoke grenade trouble were these Arma2 pbos (originally used to have better sky textures and additional old functions in Aoraki map) ca_e.pbo ca_e.pbo.bi.bisign ca_e.pbo.bi2.bisign ca.pbo ca.pbo.bi.bisign ca.pbo.bi2.bisign The Arma 2 cloud module is working just fine now, including normal operating smoke grenades! To do that add the following Arma 2 pbos into your Addon folder e.g. @Aoraki\Addon For better sky lighting one can use this addon: GDSN_IslandLightingFixes modules.pbo modules.pbo.bi.bisign modules.pbo.bi2.bisign
  13. Thx for your answer. I did some further tests and am closer to the actual problem. With wood logs (funny how they role down), canisters, ammo boxes etc. physics does not stop, but with all throw-objects and shells like chemlights, grenades and so on. Chemlights and smokeshells bounce one time and get stuck after no matter how steep. But I have found the actual reason for my problem while testing your mesh-idea. I have a problem with my particle “addons†from Arma2 in Arma 3 (which I need for the nice cloud effects so far(see above picture). In Arma 3 vanilla the attach-smoke-concept works fine. In my case the smoke shells just stop smoking quickly because of this particle script problem/conflict. It appears they break off the other object, because the canister moves on, while the smoke stays where it stopped. The attached objects do not break apart, no matter from how high I drop them (tested up to 100m). What a pity: nice clouds OR working avalanches… another problem to work on. Other ideas for simulating an avalanche are still welcome. Thx Code I used: // Creation of flying objects (grey water canisters) // ---------------------------------------------------------------------------------------------------------------------------------- canister1 = "Land_CanisterPlastic_F" createVehicle [getPos player select 0, getPos player select 1,1 + random 20]; //for some reason I cannot change the z value during the creation of the object, therefore the next line is needed until I got a solution canister1 setPos [(getPos canister1 select 0),(getPos canister1 select 1),100]; // Creation of smoke on the canister trajectory (smoke and grenades) // ---------------------------------------------------------------------------------------------------------------------------------- Smoke = "SmokeShell" createVehicle getPos canister1; Smoke attachTo [canister1,[0,0,0.8]];
  14. Hi, I like to simulate an avalanche with falling objects and smoke. I have done it in Arma2 successfully by using smoke grenades that tumbled down mountain faces just right. Now I want to port my mission to Arma 3. Arma 3 physics makes all smoke grenades stuck quickly ridiculously on even extreme steep mountain faces. And grenades stop smoking quickly too. So far tried solutions: 1.I created water canisters falling nicely and attached smoke grenades to it. But its not working because either these two objects cannot be attached together or the connection breaks when hit the ground. 2.I created a smoke effect module and wanted to move it along the trajectory of the canisters. But setPos cannot be used with modules (using the module name in scripts). The coordinates for the smoke module are in different class items. 3.I attached the test_EmptyObjectForSmoke object to the canisters - it worked fine, but its black oil fire smoke only. I need nice powder-snow-white smoke. 4.I started reading about particle arrays. Rather complex topic. Before I go head, perhaps there is advice out there? I am open to any good idea. Thanks a lot in advance. (By the way the Mount Aoraki Map (yes, from the very Dean Hall; USEC Aoraki/Mount Cook Island), including a snow fall script and the cloud module for low flying clouds in the valleys is awesome - blocking your view randomly. Would be nice for search and rescue missions or snipers waiting for the clouds to lift … much later on, maybe. However the map was not ported for Arma3. But you can get is running.) Best Pioneer ---------- Post added at 01:42 PM ---------- Previous post was at 12:44 PM ---------- ---------- Post added at 01:53 PM ---------- Previous post was at 01:42 PM ---------- The above images are from the Arma 2 version only to illustrate the idea/ concept.
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