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rds100

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About rds100

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  1. Hello, who knows if using the createUnit command it is possible to create a unit available for switching? In misson file game uses this code - player="PLAY CDG", but how can I do within createUnit ? I use this code: _unit = _grp createUnit [typeOf driver _veh, _grp, [], 0, "CARGO"]; And where wil be here player="PLAY CDG"? Something like _unit = _grp createUnit [typeOf driver _veh, _grp, player="PLAY CDG", 0, "CARGO"]; ? May be I need use setVehicleInit command? _unit = _grp createUnit [typeOf driver _veh, _grp, [], 0, "CARGO"]; _unit setVehicleInit ... player="PLAY CDG" ? Like this?
  2. Exactly! I wanted to do this with scripts like this: IF (unit) crosses the border (of the trigger) THEN (unit) should go back inside (trigger) But I myself can’t write them, due to lack of knowledge of scripting I do not know the software mechanism of the game, so maybe I'm wrong, and this is the wrong way, with these triggers, and so it is impossible to do. I also noticed, in the course of the battle, that the COMMANDER gives his command to run away from the battlefield! It may be necessary to limit precisely this, but how? That is, a script to make changes that prohibit giving this particular command to retreat.
  3. And here's about how I would like to do. The blue arrows in the diagram show the advance. Red - the forces of the defenders, who must retreat on command, from line to line, despite the losses and the intensity of the attack. And only after all the lines have been captured (according to the conditions of these triggers, for example, more than half of the troops in the position have been destroyed), then move to the reserve line (last arrow) https://dropmefiles.com/CQg8V
  4. Yes, this is exactly what we are talking about, that is, we need to limit the AI in a situation where groups of bots that have the task of occupying defense and standing, they run away, retreat, contrary to all the routes and triggers that are on the map. Apparently, such an algorithm is embedded in the game, retreat and run away to a safe place. I increased my courage https://community.bistudio.com/wiki/allowFleeing, raised setSkill https://community.bistudio.com/wiki/setSkill, but they still run away from the position when the enemy approaches, in the mission that I did. And so I thought that it was then necessary to create a system of triggers and scripts in order to get a full ordered retreat from one trigger to another, sequentially, and as if by command, "retreat to the next line of defense." And to make several such boundaries from the triggers located one after another. For this, I need, as I thought, such commands for working with triggers, as I wrote above. I have not tried the zone restriction, I honestly don’t know how to work with it. Here is a link to the mission itself, look, from the side of the Reds, how the flight from the positions occurs)) https://dropmefiles.com/T9sNH
  5. Thanks, but i want to use trigger. May be, somebody can wright example of a script, for Arma2OA, like this 1) IF (unit) inside of the (trigger), THEN ... some condition (where unit, and trigger is private name) - un1, groupe1, bot1, trigger1, and so on 2) and reverse example IF (unit) outside of the (trigger), THEN ... some condition 3) (unit) move and get inside of the (trigger) there is example, something like this, but for A3 https://steamcommunity.com/app/107410/discussions/17/135510194253178544/
  6. Hello everybody! The question is how to limit the space of a group’s action to the boundaries of a trigger? This is necessary so that the group does not retreat and does not run away from the battlefield, and fights within the boundaries of the trigger installed on the map. Is it possible to take the triggerArea and getPos commands for a group? So that the group along the route comes into the trigger, and does not leave its borders until it dies, or until another command arrives, for example, to go to another trigger? How can I do this in a script? group this getPos triggerArea [trigger name] ...? Something like that? forbid to leave the trigger zone, forbid to go beyond the boundaries of the trigger, and so on
  7. Hello everybody! help please understand. 2 weeks ago I ceased to hear radio communications players. nothing in the game settings have not changed. they just disappeared. I see now appears at the bottom of the player nickname, when he says, but his voice is not heard. if you add me to a group of bots, their radio I hear. and that on all servers, at least for a few which I came.
  8. I'm sorry , perhaps this issue was discussed many times , but what needs to be done in this case? creating in O2 simplest model in the form of 4 points and one surface , apply a texture , save , porting in Vizitor , the resulting image is incorrect (in this case it is no texture but the result is the same no matter in texture , and in the structure model . in addition to the connection points in the surface should be something to be done , but what):
  9. There is also, in the folder "razn" an object under the name "musor2", it is a garbage box. In it it is possible to hide if to jump inside, and to bend down. AI units don't see the player, which inside. Also there is "zabor21p" fence, on it the built-in ladder, that is it is possible to get through a fence, and to construct a long fence of these segments, and then in game to send bots to a place behind a fence, they get through a fence. However, only in one direction. (On this island these objects aren't put).
  10. Yes, free use in the projects of all models is allowed to everyone, and also to change, supplement, remake. Especially as some models demand completion. For example, the elevator which is in those 10-storeyed buildings that in the first picture. I after all made the elevator, but it works in "a manual mode", that is automatic equipment of the elevator isn't realized. The elevator is caused on a floor only according to floor number for what it is necessary to know, on what floor you are. Elevator doors too open and closed manually. Also there are no places in the elevator for AI units. The player can go both down and up in the elevator, AI units - only down, the elevator can't lift them, they "fail". As to correct it, I didn't learn. Perhaps, somebody also will make though Vilas said that it is impossible)
  11. Here models of doors, walls, and another building-parts, for Visitor3. I made them for my project, but now there is no time for ending it. Requires Arma 2 (used some textures from CA-folder). Quality not so high http://dfiles.ru/files/359jjjveh - models (non-binarized) http://dfiles.ru/files/59hwydpie - training island with ready buildings (non-binarized) http://dfiles.ru/files/6cdil3j8b - island binarized http://dfiles.ru/files/mtgna950h - models-folder binarized shortcoming - ruins aren't made still. but they can be wrote in a config
  12. How to make light didn't pass through walls (by shadowvolume LOD?), and what mean these figures in an illuminant config? colorDiffuse [] = {0.9,0.8,0.6}; colorAmbient [] = {0.02,0.02,0.02}; how to regulate parameters of light by them?
  13. In one building - about 3000 - 5000 faces, in high buildings even more. Yes, it really too much, I'll try to make less.
  14. Yes-yes, I about that. Very low resolution. Tractor is only example, all another units becomes the same. Yes, I try to make opened buildings, and make small town from them. Now I use minimum of details and faces, minimum textures, but already now problems appears.. That means, should be even less details? But, how many resolution-LODs should be, from 1.000 to 6.000? And how to define, how many faces must be in every next Res-LOD? I made simple models of walls with 0.000 LOD, Geo-LOD, Fire-Geometry LOD. When saw this problem, I added res-LODs from 1.000 to 6.000 with low details from next to next, but it don't help yet.
  15. I made several models of walls (as a part of buildings). There is one problem - blur of vehicle and man, and another game objects, around of those walls. What is the reason? I think, in resolution LODs, somewhere in neighbor and middle view, but what exactly? In O2Manual said, that "ArmA Engine selects the resolution LODs itself". I made wall 5x7 m, for 2 floors (height of 1 floor is 3,5 m). After, I put 5 those walls one on another, and get a part of wall of a 10-floor building (it like an industrial buildings-constructing technology) :)). And after that, in game, this problem appears. This is a picture - http://rghost.ru/46196898/image.png. In it, image of tractor is crushed. (Left-view on the same place, all is OK - http://rghost.ru/46197807; right-view around that building - http://rghost.ru/46197855/image.png - there is no blur?? there is - http://rghost.ru/46198144/image.png) It problem appears around of those walls, I checked. P3d file of the wall - http://rghost.ru/46197012. Please, somebody, try to help. p.s. phrase "on the phone" in a title of a thread is a mistake, don't pay attention
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