VISION1776
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Everything posted by VISION1776
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Zeus AI Combat Skills
VISION1776 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I find that the ACE AI is by far the worst to use for black ops. They spot you from a million miles away through grass. I think an AI that goes prone in a grass field should loose visibility dramatically. Instead they see you through all the grass in their face. ---------- Post added at 11:31 AM ---------- Previous post was at 11:28 AM ---------- I find the normal AI is my favorite even though it misses out on the details, atleast the visibility and flanking works much better in my opinion. I add a script for random patrols and we are set. If someone could mix that with some of the cool features like entering buildings and medicing it would be perfect. ASR-AI sees from too far away as well. The zues AI seemed cool but crashed my game. -
I only have the mission file in there. I tried creating a init.sqf and it didnt do it. Im talking about local LAN missions, so there is no dedicated server either. I think it is ACE
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object id in the editor. how to work with them?
VISION1776 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
all great stuff to know thanks. ---------- Post added at 11:10 AM ---------- Previous post was at 10:57 AM ---------- I dont expect anyone to answer this but just incase. I successfully got all this to work fine, but after some more editing of my mission in UTES I found that all of a sudden now the door on ID 296 remains open regardless of what commands I give it. Object 296 is a barracks to the north of utes in a fenced compound. Has anyone experienced a similar problem before? I am actually giving it the command: barracks1 animate ["DOOR",1]; //this should close the door, it worked before. -
where exactly does this code go? I tried putting it in an Init.sqf doesnt do anything. Does ACE override these things? Cause I been trying to turn off grass and put back the weapon 3rd person cursor. 2 things I have loooked for hours and cant find answers to. Just dead end threads.
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terrainDetail didnt do a thing for me. I even set terrainDetail = 0; in the init.aqf file and it didnt turn off the grass.
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Zeus AI Combat Skills
VISION1776 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I dont know what Bennys is. Is it a different game than arma? What would be the best AI for black ops missions? Im not looking for extremely aware AI that can see me before I see them. Im looking for AI that goes in buildings and does all kinds of neat things but not an AI with super eagle Eyes. I was just trying zeus ai and it crashed the game. The ASR AI didnt do too many cool things compared to the zeus ai like deploying smoke and climbing into guard towers. The game crash was a huge turn off though. ---------- Post added at 08:41 PM ---------- Previous post was at 08:37 PM ---------- might I add that the ACE AI is pretty annoying at night. I cant see a thing and yet Im being attacked by people from long distance. -
Zeus AI Combat Skills
VISION1776 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What is UPSMON and why do you need to combine it with ASR AI? Im going to start trying out ASR AI for my private custom missions thanks for all the input -
AI visibility is a problem usually. They can see right through bushes and leaves on a tree. this needs to be discussed because it makes moving through tree cover or bushes a vulnerability instead of providing concealment. I find that the visibility of AI needs additional work and tweaking (does anyone know any mods that fixes this without more work for the cpu?) Also, throw in a snow terrain in addition with some snow skins. I also think that for Arma 3 they need to get into more indoor combat as well. I find the indoor combat pretty difficult to work with as is.
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object id in the editor. how to work with them?
VISION1776 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I figured out how to do it. I created a new variable named tower and assigned it the object ID in the following code: tower = (getpos player nearestobject 438323); now the variable "tower" seems to become a global variable with the ID so the variable seems to work as an object. Now I can say: !alive tower; and it works as an object. ///////////////////////////////// I have had problems with the above code before. Use MuzzleFlash's suggestion to store an ID in an object pointer: myObj = [0,0,0] nearestObject 12346; -
object id in the editor. how to work with them?
VISION1776 replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This code gets me the ID's object name: hint format["%1", (getpos player nearestobject 438323)]; But the object names usually have a .p3b at the end and wont let me work with the function !alive. I want to see when the radar tower "telek1.p3b" has been destroyed.I have tried entering just telek1 and also tried enclosing "telek1.p3b" in quotes but that wont work as it turns it into a string and it is looking for an object. -
guys forgot to add the respective mags. Having a hard time finding the correct mag class name for the Glock
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BTK Gasmask for ACE (Simulate conterminated areas)
VISION1776 replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I added the code to a separate file .sqf into my mission folder. Then added the code you said to put in the Init area of the unit. It works well actually but one minor glitch. It added gas masks to units that dont even have the code in the init box. Works for my missions though as everyone needs a gas masks anyways. Thanks a bunch! Edit: I did some more playing around and found that it doesn't add gas masks to units unless they have the above code in the init. But, if you are in the same group it gives the person playing a gas mask. That piece of code is really nice thanks. -
BTK Gasmask for ACE (Simulate conterminated areas)
VISION1776 replied to sxp2high's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Who ever created this is all good but a quick question. Is there a function to place in the Init of a Unit that will cause the unit to put the gas mask on? Specifically looking to force gas masks on AI units. -
[ACE]Force gasmasks on players, and/or AI
VISION1776 replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know the answer to this? How to make a unit put his gas mask on -
Usually in programming there is a list of the functions and how they are used and what they do. I have yet to find a list. An example of what I mean: What does the removeAllWeapons function do? (note: I know what it does) The problem is that there are tons of other unkown functions to me and I would like to know if there is a place or list of them all.