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Mike_Kilo

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About Mike_Kilo

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  1. Mike_Kilo

    DisableAI

    Hello all and thanks for the replies. The functions you mentioned existed in ARMA 2 as well, but even when I disabled AI using TARGET, AUTOTARGET and FSM arguments, AI vehicles still demonstrated some AI behavior such as bypassing obstacles , changing velocity in regards to other formation elements, etc. my intention is to create a vehicle that can move and run its animation, but will not perform any AI logic besides the strict commands given to it - something like the "pathplan" argument found in the DisableAI in VBS2. Best regards, Mike Kilo
  2. Hello All, Can someone check if in ARMA 3 it is possible to fully disable AI, so if given a vector, it will go straight to it and will not perform any FSM and formation logic? In ARMA 2 no matter what I did it kept running some basic FSMs... Thanks for the help! Mike Kilo
  3. Any other / new ideas? Right now I keep on working with the velocity vectors method, but the results are far from satisfactory - the graphics are jerky and the model does not perform path following, rather a "dog pursuit" algorithm, which is not what I am looking for. Best Regards, MK
  4. Nice to see you here too, F2K Sel! Panther42 - can you elaborate more about HOZ or the mando techniques? Do you think there is a chance one of the developers can give me a tip about shutting the AI completely off, or the chances are that they see this thread are very low? Best regards and thanks for your suggestions and support, all! MK
  5. Any insights on the problem?
  6. Still no joy. Let's see that I didn't mess some of the technicalities: 1. I created a game logic with "atv1 = "ATV_US_EP1" createVehicle getpos this;" in the INIT line, in order to create the ATV. 2. In the player INIT line, I placed the "BIS_animateMoveSmooth = compile preprocessFile "functions_animations.sqf";" line. 3. I then placed a trigger which calls for an SQF with the code you just wrote. 4. nothing happens, ATV remains still Can you see something that I'm doing wrong? Thanks for the help again, anyhow! MK
  7. Thanks for the suggestion, Riouken. I created the "functions_animations.sqf" file and posted the "compile preprocess" in the INIT line of the player. I then created a new SQF with the following content: _target = _this select 0; while {alive _target} do { _nul = [_atv1,getpos _target] spawn BIS_animateMoveSmooth; sleep 5; }; where "target" is the unit I want to follow and "atv1" is the object I want to move. when I ran the simulation, nothing happened- i.e. the ATV remained in its spawn location. any ideas of what am I doing wrong? MK
  8. Hello Tryteyker, As I said in the original post - I need the UGV to follow the exact path of the operator it follows. The AI takes the liberty of planning its path, if it detects a possible obstacle for example, it will try to avoid it, and if the unit it follows stops, it will sometimes drive aside. I need the AI to drive in straight lines between the coordinates transmitted at predetermined intervals from the operator. All the disableAI commands did not remove the basic behavior of the unit - it still runs some kind of FSM which I cannot shut, even with disableAI "FSM". I hope I managed to clarify the problem a bit more. Best regards, MK
  9. Hello all, For an academic project I am working on, I use ARMA OA as a scenario simulator. The project incorporates a UGV (Unmanned Ground Vehicle) designed to carry the infantry equipment. The UGV follows the exact path of the operator it is assigned to, keeping a set distance from the operator, unless it is in remote control mode. I have tried several methods in order to simulate this behavior: Creating a vehicle (ATV), constantly reading the relative position of the operator and creating a velocity vector to it - does not work well enough and the vehicle is not really present in the simulation. Creating a vehicle and using the "attachTo" command - yielded very poor results. Creating a vehicle and assigning "InvisibleManW_EP1" as pilot, while shutting off the AI - this method seems the most promising, but the AI is still not completely neutralized, making this method ineffective. Is there any other way you think I can Implement the algorithm? Is there a way to shut the AI completely, as the option disableAI "PATHPLAN" in VBS? that sounds like the ultimate tool for what I need. Thanks for the help in advance, MK
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