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araxiel

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About araxiel

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  1. So, here's a thing I've been wondering since forever about waypoints and vehicle behavior: Situation: There's a waypoint some distance away. Between the current unit's location and the waypoint are a couple of enemies. For infantry, when given a normal Move waypoint, unless they're set to Careless, they will always halt to engage any enemy they spot on the way, and only continue onwards once the area is clear. But vehicles will always drive past any enemies and beeline for the waypoint. The gunners might start shooting at them, but as a whole, the vehicle will just zoom past in a mad-dash to reach the waypoint, no matter the situation. Even when set to Combat and Slow speed. Search and Destroy also only starts, once the vehicle reaches the WP, and will similarly zoom past any enemy to the WP. My question is the following: What kind of waypoint type and/or other settings would I need, to have a vehicle halt and engage an enemy they spot on the way? This would especially useful to know when it comes to something like telling vehicles to attack a city, and have them attack enemies on approach, instead of blasting towards the city-center without support, just to get RPG'd in the butt. Basically, an attack-move in an RTS game. P.S. I understand that in theory, one could manually place a whole legion of waypoints and triggers and some complicated conditions and whatnot, but not only is that immensely time intensive, it's also incredibly messy when it comes to creating dynamic waypoints in scripts for e.g. created units.
  2. So, I want AI to spawn and continue to re-spawn once a certain condition is met, but stop re-spawning if the condition is non-met again. I've searched through many respawn scripts for Arma III. But none of them were helpful. All of them are different. All of them try to do things that I don't even need. And some of them simply don't work. The scenario and what I have thus far: A sector (for example called "Factory") is being sized by BluFor (using the Sector and Seize module [which was a pain to set-up let me tell you]). Once the Factory has been captured, the Sector module runs "sectorCaptured.sqf", which unlocks new equipment based on the amount of sectors BluFor has. Empty tanks start spawning at the Factory. the script [%1] execVM "spawnGarrison.sqf" is run (with %1 being the sector's name), which spawns a squad of BluFor soldiers close-by and they will move in and defend the location. What I want to add: Once factory is captured, a section of BluFor AI tanks will start spawning at the BluFor base and move towards the RedFor base. If they're destroyed, they'll respawn. However, if Factory is lost, BluFor tanks will stop respawning (poss. OpFor has respawning tanks moving to BluFor base now.) The respawn scripts I found where all relatively complicated because they are being put in a placed unit's init. But all I honestly want is that once a group is destroyed, it re-fires the spawn script. Sort of like once the factory is being captured, it fires the "tankSpawn.sqf" which spawns the tanks and units with BIS_fnc_spawnVehicle or createUnit, and once they are destroyed, "tankSpawn.sqf" is fired, again. "tankSpawn.sqf" of course always checks if the factory belongs to BluFor, if not, then exitWith. I remember having read about the EventHandlers in Arma 2 that were part of CBA if I remember correctly. Wouldn't they work in this case? Thanks in advance.
  3. I know how to force on gun lights with the _unit enablegunlights "forceOn"; What would be the command to force on IR lights on AI? That one does not seem to work with IR pointers.
  4. I'm going through the CfgWeapons and nearly all weapons (if not all) have always to versions such as; "arifle_Katiba_ACO_pointer_F" "arifle_Katiba_ACO_F" What's the difference between the two? I can't see one. Even stats wise they seem to be the same. So what are they for?
  5. I was in the same position that you are. After some experimenting around with help of the Wiki page I was able to figure out how to make it work: Description.ext //----------------Respawn-------------------------- respawn = "BASE"; // Respawn type respawnDelay = 20; // Delay in seconds respawnDialog = 0; // 0 to disable the score table (it can still be opened by pressing 'P'). //Respawn templates from CfgRespawnTemplates. respawnTemplates[] = {"Wave","EndMission","MenuInventory"}; respawnOnStart = 1; // 1 to execute respawn templates when a player joins the game. aikills = 1; // When 1, the score table contains score of all playable units as opposed to players only. //-------------------Inventory-------------------------------------------- class CfgRespawnInventory { class WEST1 { displayName = "Light"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXC_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. vehicle = "B_soldier_AR_F" show = "side group _this == west && score player > 10"; }; }; The important thing is the Respawn Templates "respawnTemplates[] = {"Wave","EndMission","MenuInventory"}; You have to add "MenuInventory" in there to enable the loadout-screen. Now what kind of loadouts are accessible are defined in the class CfgRespawnInventory You can either create a custom loadout from scratch like the WEST1 example or you can just copy the loadout from an existing unit, as shown in the WEST2 example. If you use a pre-made loadout from another unit, the icon and the name of said original unit will be used. You can only give a loadout a custom name and icon if you make it from scratch. With "show =" you can define that said loadout will only be visible if said conditions are met. The very standard one would be something such as: show = "side group _this == west"; Which makes said loadout only visible for the Bluforce. But you can really give it any kind of conditions you want. Such as: show = "side group _this == west && score player > 10 && base_destroyed"; This for example makes said loadout only available once the base is destroyed (base_destroyed = true) and that individual player has a score of more than 10. Be also aware that when you start the mission, all your players (and playable characters) will be naked. So you have to give them starting gear in some way. And for the record, for base respawning you also need a marker called "respawn_west1".
  6. I remember that people made scripts for Arma 2 that showed the class names of everything, including a unit's load out and the ability to copy it into the log. I most prominently think of scripts such as ShowClass by Cyborg11 which was insanely helpful. Now I wonder, did someone tackle that for Arma 3 and all it's new features such as hats and vests and uniforms and weapons and their attachments and so on? I'm also thinking about this because a lot of classnames have already changed between the alpha and the beta and further name changes might likely occur.
  7. Thanks, I was a bit confused for a bit on how the respawnTemplates work. Is there a way to randomize the load out slightly? Or is there a way to load the loadout from another script file? Also, I found the a Gameplay module called "Mode - Defense (beta)" and it seems it's the one used in Defend Kamino. How exactly does it work?
  8. Edit: I just stumbled upon this: http://community.bistudio.com/wiki/Arma_3_Respawn#MenuInventory It's exactly what I'm looking for. I thought I searched enough before I wrote this, but it seems like it didn't. /Edit So me and a friend had great fun with the "Defend Kamino" mission. Now I'm planning on making a similar mission of my own and I really love the "loadout" feature; how you can see and (potentially) chose different loadouts and unlock new ones down the road. However, I have no clue on how the heck this is done, since it seems to be new to Arma. Is there a connection with the description.ext and its class Weapons? So if someone could please elaborate on how this feature can be implemented in custom missions would be really great. If only I could extract the mission itself and look how it's made; but for some weird reasons BI is not letting players look at how the missions are made, which seems really weird to me considering how forthcoming BI is when it comes to the community and custom content.
  9. How can you add your own music? One of the arguments is "your-pack", but you don't tell us how to add your own tracks. Just by pure guessing I would say one has to make a own .pbo file and put it in @MJB's addons folder, but I'm not sure. A clarification or tutorial would be great.
  10. First: I would like a group of Explosive Specialist to place a few mines when reaching a waypoint. I found following code for Arma 2. Would it still work? Are the class-names still the same? unit action ["useWeapon",mine]; unit fire ["minemuzzle", "minemuzzle", "mine"] And second: How can I have mine placed in the editor through Empty>Mines appear as friendly, aka be marked on the hud? Creating a very small minefield using the module could be a way around it, but knowing if there is another way through code would be great, too.
  11. I want to place some alreay glowing chemlights on the map. I tried it with the following in a trigger: k1="ACE_Knicklicht_R" createVehicle [getPos chem1 select 0,getPos chem1 select 1, 0]; That spawns a non-glowing chemlight, which dissapears after a few seconds. "ACE_Knicklicht_R_Used" does not seem to work, at all. And yes, the trigger is activating, nor do I get an error. I guess I have to call some sort of function, but I have no clue what or how and where I could find such a thing. And yes, I googled and searched and the article on Chemlights onthe Ace Wagn wiki is very meager.
  12. It does not seem to work with the newest versions of Java. It would be aweasome if you could update it. Edit: Nvm, it seemed that I myself had a Java version mixup. It works now.
  13. araxiel

    The Undead Mod

    Oh, I've actually got a reply, and by no one less than the mod creator. Nice. Thanks for the info. Still got this to say though: Ah well, that's a shame I mean that the damage the zombie does towards the human is ACE based. So if a zombie hurts you, you can heal yourself and your allies by apply the endorphine and morphine, bandage up, use first aid kit etc. Other way around would indeed be a bit stupid ;) But I've got a new question: How does the "[exceptlist] call CHN_UNDEAD_fn_SETMAPINF" work? Doesit spawn undead in every location and/or adds infection mapmarkers?
  14. Nice! I was searching for exactly such an item. Is there the possibility that you release it?
  15. araxiel

    The Undead Mod

    The documentation says the following: Now while I sort of understand what that means, I don't know how I can get this "pointer". How can I get the Id of the group that it spawned? What I basicly want is that the spawn module only activates when the group it spawned is killed. Furthermore have I the following questions: Do Zombies spawn all over the map, or only in your vicinity? I think the former, but some confirmation would be nice. If I activate the spawner module, does it spawn the first group, and then waits the set time until it spawns the next one? Or does it wait the set time and then first spawns the first group, then waits again, spawns next? I can manualy place infected (fast) and zombies (slow), but how can I chose which one the spawner places? By the placed module if I understand it right. But is there a way that spawners can place both zombies and infected? Or rather be able to chose which one of the two they spawn? Zombies use the normal damage system, is there a way to use the ACE wounding system?
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