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Posts posted by Ice_Rhino
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Hi
I am not sure if I am thinking of a different game, but I am reasonably sure that either in training or one of the early campaign missions, there are some BluFor playing basket ball in the background. If I am right in thinking that ARMA 3 was the game/sim that showed this, any idea how to recreate it?
Thanks
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Yeah I have watched that one. I am looking for more of the following;
1. Underwater fly-by of AI diver team swimming with SCUBA
2. Coming out of the water on same path
3. Fly-by of enemy AI that is standing on a dock
I would have thought there was more tutorials than I have been able to find
T
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HI B,
I played through my mission too many times. Some of those times, when the BLU force I am over watching for is engaged, they seem to stay for an unrealistic time at whatever point it is before progressing along their path. I was just looking to get them to reevaluate their situation quicker than normal. I want them to engage if they have to, but just return to the path quicker if clear to do so.
Any clearer?
T
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Hi,
I guess I was expecting the AI to behave in the normal manner, hold, relocate, hold, relocate and then return to WP. I do not wish him to return to gun slung after he is engaged. Normally they just hold, relocate etc.
T
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I have done a search for "Create Custscene" as well as the "Cut Scene Tutorials" but not found anything useful. Does anyone know of a source, hopefully YouTube that shows how to make a mission start cut scene tutorial.
Thank you
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Beerkan, thank you for your suggestion. However, it does not seem to make a difference other than the fact the ai goes prone rather than on a knee. The other thing is that when yours or my code is in place, the AI will not follow waypoints. He just walks off with no regard to the WP????
Weird
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Hi All,
I am using the following code to make the soldier walk with his gun on his back. However, when engaged, he drops to one knee and just stays there indefinitely. I just want him to patrol with his gun on his back until such time as he is engaged or he detects BluFor. Code as follows;
this setCombatMode "RED"; this disableAI "ANIM"; 0 = this spawn {waitUntil {time > 0}; _this switchMove "AmovPercMwlkSnonWnonDfl"};
Any ideas?
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Is it possible to get the AI to walk closer together? I am trying to simulate two people walking down the street as if they were together talking.
Thanks
T
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Thanks JS, I shall try option two right now
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I have a team that moves through a town whilst the players provide Overwatch. Sometimes however they engage in combat with AI the players have missed and it kind of screws up their behavior long term. I am more than happy for them to engage in the initial gun fight though.
I am wondering what the most efficient method is for them to reevaluate their situation after a given amount of time and then return to their WP path through the town. Guess with the right commands I could under a trigger.
My question is two fold;
1. Can you reset their behavior or reevaluate after a given amount of time
2. Is it possible to capture an event which triggers as them being under fire. That way they could make a radio call to the players that they need help and are under fire???
Thanks
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Thanks to you both for your help on this. Very much appreciated. Next stupid question coming up on the forum shortly :)
Kindest Regards
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Thanks JS & KZK,
I have luxury of two solutions now. Some more stuff I have learned today thanks to you.
Kindest Regards
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JS,
So now the code looks like the following and still I have stock Sniper equipment. I trust in you completely but I am obvious doing something stupid here. I hope your patience lasts :)
_unit = (_this select 0); if (typeOf _unit == "B_Sniper_F") then { _arrayOfItems = ["ItemCompass", "itemGPS", "itemMap", "itemRadio", "itemWatch"]; _arrayOfWeaponItems = ["acc_pointer_IR", "optic_LRPS", "srifle_LRR_SOS_F"]; removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllContainers _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; _unit addUniform "U_B_GhillieSuit"; _unit addVest "V_PlateCarrierH_CTRG"; _unit addBackpack "B_TacticalPack_mcamo"; _unit addGoggles "G_Shades_Black"; _unit addWeapon "srifle_LRR_SOS_F" ; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Rangefinder"; _unit addMagazines ["7Rnd_408_Mag", 20]; _unit addMagazines ["16Rnd_9x21_Mag", 3]; { _unit addItem _x; _unit assignItem _x; } forEach _arrayOfItems; { _unit addPrimaryWeaponItem _x; } forEach _arrayOfWeaponItems; _unit addItem "optic_Nightstalker"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "NVGoggles"; } else if (typeOf _unit == "B_Spotter_F") then { _arrayOfItems = ["NVGoggles", "ItemCompass", "itemGPS", "itemMap", "itemRadio", "itemWatch"]; _arrayOfWeaponItems = ["acc_pointer_IR", "optic_Nightstalker", "muzzle_snds_B", "srifle_EBR_F"]; removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllContainers _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrierH_CTRG"; _unit addBackpack "B_TacticalPack_mcamo"; _unit addHeadgear "H_Booniehat_mcamo"; _unit addGoggles "G_Shades_Black"; _unit addWeapon "srifle_EBR_F" ; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Binocular"; _unit addMagazines ["20Rnd_762x51_Mag", 20]; _unit addMagazines ["16Rnd_9x21_Mag", 3]; _unit addMagazines ["DemoCharge_Remote_Mag", 4]; { _unit addItem _x; _unit assignItem _x; } forEach _arrayOfItems; { _unit addPrimaryWeaponItem _x; } forEach _arrayOfWeaponItems; _unit addItem "FirstAidKit"; _unit addItem "optic_DMS"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; };
Thanks JS
---------- Post added at 21:52 ---------- Previous post was at 21:30 ----------
Hi Killzone,
I have tried your code and it seems to sort of work. When I made the player(me) the sniper, I got the right kit but the AI did not. When I made the player(me) the spotter, I got the right kit but the AI did not.
Weird, can you not define what AI units have?
T
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HI JS,
What follows is the content of the loadout.sqf. Neither soldier gets any of this equipment;
_unit = (_this select 0); if (typeOf _unit == "B_Sniper_F") then { _arrayOfItems = ["ItemCompass", "itemGPS", "itemMap", "itemRadio", "itemWatch"]; _arrayOfWeaponItems = ["acc_pointer_IR", "optic_LRPS", "srifle_LRR_SOS_F"]; removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllContainers _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; _unit addUniform "U_B_GhillieSuit"; _unit addVest "V_PlateCarrierH_CTRG"; _unit addBackpack "B_TacticalPack_mcamo"; _unit addGoggles "G_Shades_Black"; _unit addWeapon "srifle_LRR_SOS_F" ; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Rangefinder"; _unit addMagazines ["7Rnd_408_Mag", 20]; _unit addMagazines ["16Rnd_9x21_Mag", 3]; { _unit addItem _x; _unit assignItem _x; } forEach _arrayOfItems; { _unit addPrimaryWeaponItem _x; } forEach _arrayOfWeaponItems; _unit addItem "optic_Nightstalker"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "NVGoggles"; } else {<<<<***This One if (typeOf _unit == "B_Spotter_F") then { _arrayOfItems = ["NVGoggles", "ItemCompass", "itemGPS", "itemMap", "itemRadio", "itemWatch"]; _arrayOfWeaponItems = ["acc_pointer_IR", "optic_Nightstalker", "muzzle_snds_B", "srifle_EBR_F"]; removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllContainers _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrierH_CTRG"; _unit addBackpack "B_TacticalPack_mcamo"; _unit addHeadgear "H_Booniehat_mcamo"; _unit addGoggles "G_Shades_Black"; _unit addWeapon "srifle_EBR_F" ; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Binocular"; _unit addMagazines ["20Rnd_762x51_Mag", 20]; _unit addMagazines ["16Rnd_9x21_Mag", 3]; _unit addMagazines ["DemoCharge_Remote_Mag", 4]; { _unit addItem _x; _unit assignItem _x; } forEach _arrayOfItems; { _unit addPrimaryWeaponItem _x; } forEach _arrayOfWeaponItems; _unit addItem "FirstAidKit"; _unit addItem "optic_DMS"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; }; };
Thanks for the help JS
T
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Hi
I placed in unit's initialization
bluplagro = group this; this moveInCargo [blu_inshel_1, 3];(nul = [this] execVM "loadout.sqf");
But it won't accept the entry. It says it is mission a ] or ), can't quite make out which
also the content of the newly created loadout.sqf
if (typeOf _unit == "B_Sniper_F") then {sr-loadout.sqf} else if (typeOf _unit == "B_Spotter_F") then {ar-loadout.sqf};
Thanks JS
---------- Post added at 20:12 ---------- Previous post was at 20:06 ----------
OK, I think we are crossing threads here, you are being helpful and I am being a coding idiot. Let me digest your last expanded script entry and try to work it out
Sorry about this JS, about being thick I mean
---------- Post added at 20:13 ---------- Previous post was at 20:12 ----------
There are no calls in the init.sqf.And what I'm saying for the loadout.sqf (fully exampled, put your loadout scripts in place of):
_unit = (_this select 0); if (typeOf _unit == "B_Sniper_F") then { _unit addUniform "Blah_Classname_Uniform"; _unit addWeapon "Minigun"; _unit add etc. etc. etc. } else if (typeOf _unit == "B_Spotter_F") then { _unit addUniform "Blah_Classname_Uniform"; _unit addWeapon "Non_Minigun"; _unit add etc. etc. etc. };
Then in each of the unit's init fields put:
nul = [this] execVM "loadout.sqf";
I think I understand now. Let me try it now
---------- Post added at 20:21 ---------- Previous post was at 20:13 ----------
Is it OK to put the contents of my sr-loadout.sqf as is below;
_unit = _this; _arrayOfItems = ["ItemCompass", "itemGPS", "itemMap", "itemRadio", "itemWatch"]; _arrayOfWeaponItems = ["acc_pointer_IR", "optic_LRPS", "srifle_LRR_SOS_F"]; removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllContainers _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; _unit addUniform "U_B_GhillieSuit"; _unit addVest "V_PlateCarrierH_CTRG"; _unit addBackpack "B_TacticalPack_mcamo"; _unit addGoggles "G_Shades_Black"; _unit addWeapon "srifle_LRR_SOS_F" ; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Rangefinder"; _unit addMagazines ["7Rnd_408_Mag", 20]; _unit addMagazines ["16Rnd_9x21_Mag", 3]; { _unit addItem _x; _unit assignItem _x; } forEach _arrayOfItems; { _unit addPrimaryWeaponItem _x; } forEach _arrayOfWeaponItems; _unit addItem "optic_Nightstalker"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "NVGoggles";
Thanks JS
---------- Post added at 20:47 ---------- Previous post was at 20:21 ----------
Hi JS,
OK, story so far. If I use the first part of your code as below, then it works fine for either classname. However if I put the 'else' if in and the second config, neither get assigned;
_unit = (_this select 0); if (typeOf _unit == "B_Sniper_F") then { _arrayOfItems = ["NVGoggles", "ItemCompass", "itemGPS", "itemMap", "itemRadio", "itemWatch"]; _arrayOfWeaponItems = ["acc_pointer_IR", "optic_Nightstalker", "muzzle_snds_B", "srifle_EBR_F"]; removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllContainers _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrierH_CTRG"; _unit addBackpack "B_TacticalPack_mcamo"; _unit addHeadgear "H_Booniehat_mcamo"; _unit addGoggles "G_Shades_Black"; _unit addWeapon "srifle_EBR_F" ; _unit addWeapon "hgun_P07_F"; _unit addWeapon "Binocular"; _unit addMagazines ["20Rnd_762x51_Mag", 20]; _unit addMagazines ["16Rnd_9x21_Mag", 3]; _unit addMagazines ["DemoCharge_Remote_Mag", 4]; { _unit addItem _x; _unit assignItem _x; } forEach _arrayOfItems; { _unit addPrimaryWeaponItem _x; } forEach _arrayOfWeaponItems; _unit addItem "FirstAidKit"; _unit addItem "optic_DMS"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; }
Any thoughts?
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I tried to make the init.sqf as follows but when the mission loaded I had stock sniper loadout
call compileFinal preprocessFileLineNumbers "FAR_revive\FAR_revive_init.sqf"; [] execVM "outlw_magRepack\MagRepack_init.sqf"; if (typeOf _unit == "B_Sniper_F") then {sr-loadout.sqf} else if (typeOf _unit == "B_Spotter_F") then {ar-loadout.sqf};
Not sure where to head from here. I tried putting your code into the INITIAL of the unit and added the loadout.sqf in place and it errored with no information and would not accept the entry
Hope you can help me JS :)
---------- Post added at 19:58 ---------- Previous post was at 19:56 ----------
Understood, I shall try that now. Thanks JS
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Hi JS,
I am going to have to start paying you soon with all these stupid questions I keep asking
Where do I put said code, 'unit initial...' or still in the init.sqf file?
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I am using the following code in the init..sqf
call compileFinal preprocessFileLineNumbers "FAR_revive\FAR_revive_init.sqf"; [] execVM "outlw_magRepack\MagRepack_init.sqf"; waitUntil {!isNull player}; _script = player execVM "sr-loadout.sqf"; waitUntil {scriptDone _script};
With this code in mind, is there anyway that I can set the player's loadout by name. I have a 2 Player mission and I want one to have a custom Sniper = (Player_1) Loadout = (sr-loadout.sqf) and the other to have Spotter = (Player_2) Loadout = (ar-loadout.sqf). I have the two files sqf files containing the kit required but I am not sure how to implement it via the init.sqf file
Any assistance would be appreciated
Thanks
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Hi
I want to spawn a Fire Team, Team Leader, Rifleman, Grenadier & Auto-Rifleman, they will all be in a group named say 'OPF_Team_1'. The complication comes when I want to name the Team Leader say 'opf_patrol_1a;, Rifleman as 'opf_patrol_1b' etc etc.
[color=#333333][font=arial]_opf[/font][/color]_team_1[color=#333333][font=arial] = [getmarkerpos "mygroupstart", EAST, ["O_officer_F"],[],[],[],[],[][/font][/color][color=#333333][font=arial]***,180] call BIS_fnc_spawnGroup;[/font][/color]
This code allows the group creation and group name, but it is the naming of the individuals I need to find out how to do/
Any clearer?
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JS, I looked at that before posting but I can't see the naming the units though, I can see the classname etc, but where is the naming of the individual?
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Hi
I am using this code, or a variant of it, I can see where you specify the classname of the unit you wish to spawn but is there a way to name the individual unit(s) spawned?
[color=#333333][font=arial]_mygroup = [getmarkerpos "mygroupstart", EAST, ["O_officer_F"],[],[],[],[],[][/font][/color][color=#333333][font=arial]***,180] call BIS_fnc_spawnGroup;[/font][/color]
Any help appreciated
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On my way, thank you
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Hi,
I did a search but only came up with syncing waypoints with triggers which I already know. I am trying to get an Extraction waypoint for the player to only activate and become visible(instruction to) the player when a certain trigger is fired.
Any assistance greatly appreciated
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I was thinking about using the doMove command and get any remaining enemy AI from the group to move to the target location. If I create a trigger, is there a setup in the trigger options that will capture the an enemy reacting to coming under fire? Bearing in mind that I am sniping them from about 800 to 1,000 meters away??
Thanks
---------- Post added at 22:23 ---------- Previous post was at 21:43 ----------
Thank you all
AI Playing Basket Ball
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
I thought as much. Thanks anyway
T