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Dominic92x

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About Dominic92x

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  1. Dominic92x

    How good is the AI...?

    That's strange. I watched two AI groups engage in a town...They acted very intelligently. A lot different from the AI in ArmA 2. I loved watching them. The battle lasted 15 minutes before the last soldier died. Sure, the AI does some stupid thing sometimes, but this is still an amazing improvement in my eyes. CQB is amazing for me. :D!!!
  2. Dominic92x

    [TvT/FFA/CO-40] Dynamic Zombie Sandbox

    Yeah! Apparently if you manage to double-stack items they might update to the AI properly. However, the amount of items present might prevent this...hum...Only if there was a way to give AI pathfinding a higher priority :/
  3. Dominic92x

    [TvT/FFA/CO-40] Dynamic Zombie Sandbox

    I believe this is just an ArmA 2 engine failure...AI have ALWAYS been able to walk through any object that is moved during gameplay. The pathing nodes are not dynamically updated for the AI so they don't consider any object that has been moved during gameplay (Unless it has physics, like a vehicle). I'm not sure there is anyway to fix this unless someone codes a pathing-blocker and attaches it to every object.
  4. Hey guys, I'm tickering with a towing script and I'm having issues... I have it setup so cars can tow other cars but I ran into a problem where the script will try to attach the players vehicle to itself and ignore any other vehicles. As in, the nearest "car" the script picks up is the "car" the player is in. Is there a way to make the script ignore the players car? Script _carrier = _this select 0; _pilot = _this select 1; _action = _this select 2; _nearest = nearestObject [(vehicle player), "Car"]; if ((typeOf _nearest) == "") exitWith { _carrier vehicleChat "No vehicles nearby" }; _carrier removeAction _action; _carrier setVariable ["cancelledAttach", false]; _cancelAction = _carrier addAction ["Cancel Tow", "cancelAttach2.sqf", [], 1, false, true, "", "driver _target == player"]; _carrier vehicleChat format ["Ready to attach vehicle --%1--", typeOf _nearest]; waitUntil { ( (_carrier distance _nearest) < 5 ) || _carrier getVariable "cancelledAttach" }; if (_carrier getVariable "cancelledAttach") exitWith { _carrier vehicleChat "Cancelled Vehicle Attach" }; _carrier vehicleChat format ["%1 now attached", typeOf _nearest]; _carrier setVariable ["attached", true]; _carrier removeAction _cancelAction; _carrier addAction ["Detach Vehicle", "detachVehicle2.sqf", _nearest, 1, false, true, "", "driver _target == player"]; while { _carrier getVariable "attached" } do { _nearest Attachto [_carrier,[0,-4,-1]]; sleep 0.25; }; [_carrier, _nearest] execVM "dropVehicle2.sqf"; If anyone has any ideas, I would appreciate it.
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