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meatball

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Everything posted by meatball

  1. meatball

    Minor Server Request...

    Just created a Feature Request http://feedback.arma3.com/view.php?id=19575
  2. This is relatively minor, but would make life easier. When you connect to a password protected server, it would be _so_ nice if you put in the server admin password in the password box that it automatically logged you in as admin. Right now you have to connect with the normal password, then do a #login <adminpassword> from the console. I know it's relatively minor, but seems like it would be an easy add that would save a step for admins.
  3. Trying to disable the automatic refueling at gas stations. You can fly a heli in over top of the pumps, land on the roof and it automatically refuels you. I found the following code and dumped it in my init.sqf, but it doesn't seem to be doing the trick. // Empty all Fuel Stations {_x setFuelCargo 0;} forEach (nearestObjects [(getmarkerpos "center"), ["Land_FuelStation_Feed_F"], 12000]); 'center' is an empty dummy marker I placed in the center of the Altis map. I'm pretty sure that should work, but the birds can keep refueling even after that's run. Any ideas?
  4. Does anyone know of a way to allow players to get into ammo crates and such if they are set as enemies to Civilians? For example, NATO player can get into NATO crates without a problem, but as soon as you do: west setfriend [civilian,0]; NATO players can no longer get into NATO crates...
  5. meatball

    Make AI sprint

    I've done a 'sprint animation' loop pretty easily with something like this. while {true} do { _dir = [_unit,_target] call BIS_fnc_DirTo; _unit setdir _dir; _unit playMove "AmovPercMevaSnonWnonDf"; sleep 0.6; }; The playmove will play the animation and the unit will sprint forward for the duration of the animation, which is only a bit over a half a second. The problem is, it looks kludgey as heck and the AI gets 'hung' up all the time on objects, and sometimes just glitches out and sprints in place.
  6. meatball

    Make AI sprint

    I know this is an ancient thread, but has anyone figured out how to do this? Been almost a year and it doesn't appear there's any way to force an AI to sprint.
  7. meatball

    Civilian Crates?

    @grumpy - I think you're talking about making the civvies 'renegades' by adjusting their rating. That covers the penalty for the negative score, but then _everyone_ will try to kill the renegade. @Tajin - Excellent, I'll just add a similar eventHandler to the civilian units on creation. Thanks much for the direction!
  8. meatball

    Civilian Crates?

    Because to setup proper behavior/movement scripts for them I have to have each unit in it's own group. And with the 144 / side limit, I quickly run out of groups when players are scattered across the map. I've tried a few different setups to allow for enough units to be spawned, and the only way I've really gotten things working is to split the units between EAST, INDIE, and CIV and make them all friendly to each other.
  9. meatball

    Civilian Crates?

    Well, I've tried a bunch of different ways. The primary reason I did that was to allow players to get positive score on the MP scoreboard instead of negative if they take out someone in the civilian side. (They're all infected you see...) I've tried making the civilian units renegades, but then everyone attacks them (including other civilians). Basically I want EAST, INDIE and CIVILIAN to not attack each other, but attack WEST. I want WEST to get penalized only for killing other WEST units, no others. I was running with this in my init.sqf: east setfriend [independent,1]; east setfriend [civilian,1]; civilian setfriend [independent,1]; civilian setfriend [east,1]; independent setfriend [civilian,1]; independent setfriend [east,1]; west setfriend [civilian,0]; west setfriend [east,0]; west setfriend [independent,0];
  10. I'm working on a function I can repeatedly call that can check to see which player is the closest to a target. Here's what I have so far and haven't been able to get it working: mb_fnc_findNearest = { private ["_target","_nearestUnit"]; _target = _this select 0; _nearestUnitTemp = playableunits call BIS_fnc_selectRandom; _nearestUnitDist = _nearestUnitTemp distance _target; {if (_target distance _x < _nearestUnitDist) then {_nearestUnit = _x;_nearestUnitDist = _target distance _x}; } foreach playableunits; _nearestUnit; }; Anyone have any idea what I'm screwing up here? This function will run pretty often, so any ideas where it can be more efficient would be appreciated as well. Thanks in advance!
  11. Ah, excellent. Followup question then, part of the function will check the distance and depending on the distance, the target will attempt to run away. Setting up waypoints to a point in a direction away from the player isn't too hard, but I'm limited to Limited, Normal and Full speeds (seems to be no real difference between normal/full to me). I would like the target to try to sprint away as well, but I can't figure out how to coordinate a move command with the sprint animation (Animation "AmovPercMevaSnonWnonDf"). Any idea how I can force the unit to actually sprint from point A to point B?
  12. Ah, nice, they both look great and I'll give them a shot. Which do you think would be less resource intensive?
  13. I really like the idea you have of using a function to set waypoint and then recalling that function to set the next one when the units reach the first waypoint. Definitely seems like it'll ease up on resources needed for the AI as opposed to some sort of loop. Doesn't fully help me though since I need the AI to act individually and not as a single group and I'll probably have over the 144 limit. Not sure why they haven't changed it, but I can kinda see why since if you have 2-3 per group with 144 groups you can pretty quickly overload a machine.
  14. So, here's the basics of what I'm looking to do. I want to have individual civilian faction AI act randomly, moving about, doing idle animation, etc. in a mission. It is a MP mission, so there may be a _lot_ of AI scattered across the server. This is a MP mission where the players will likely be scattered. Even with AI spawning/caching, there's likely to be a lot of civilians moving around and spawned at the same time. I've tried a bunch of different things, but have run into some challenges: 1) If I spawn multiple AI into one group, there doesn't appear to be any way to force them to behave / move individually. Even if I command them separately, they'll always return into some sort of formation. I also can't assign each AI to it's own group, because with the 144 limit of groups/side, I run out of groups when AI is being spawned all around. 2) I can't seem to figure out a way to make 'playMove' and 'doMove' work well together. I'd like random animations so somethings the unit is walking, sometimes running, etc, but the doMove seems to just force the unit into a default 'walk' move. 3) setDir does not do a smooth turning animation/transition, it just slaps the unit the direction. If I'd like the unit to occasionally switch to a random direction, is there any way to make that a smooth turn? Anyone have any thoughts on any of these? To put it all in perspective, let's just say hypothetically, I want a big city to have 150+ AI, all moving about individually, doing different animations including walking, running, standing idle, etc. What would be a good way to handle that?
  15. We need to find out what the server IP is for the reporting server for Steam and just plug it in. Anyone know what it is?
  16. meatball

    Zombie Script

    After a lot of experimentation, I ended up going with BlueBar's shaun zombie script. I've had to modify a lot of it to fit what I want, but the core of it is pretty good.
  17. Just wondering if there's any way to script a change in an individuals post processing effects to add and then later remove one of the effects. I'd like to be able to set it so the players (and only that player) screen goes completely Black and White, and then later be able to remove that effect without changing everyone's view. That possible?
  18. Ah, perfect. I dug around the functions and finally came up with the following function that you can call: [0,1,2] call bis_fnc_setppeffecttemplate; Where the Parameters are: 0: STRING - template class [Options: "NONE", "EastWind","RealisBrown","BlackandWhite","Mediterranean"] 1 (Optional): NUMBER - commit time in seconds (default: 0) 2 (Optional): BOOL - true for global execution (default: true) Thanks for pointing me in the right direction! Edit: Not sure why it's putting a space in "Mediterranean" up above, but there shouldn't be one, it's all one word.
  19. Hmm, that doesn't work either. It did change it so the score incremented positively when a Civilian was taken out, but then all the Civilians start attacking each other as well. It did lead me to setFriend, which also worked partially. Once again, if I did something like "WEST setFriend [CIVILIAN,0];" the score incremented positively when you shoot the civilian AI units, but...you no longer can get into NATO crates for some reason.
  20. There any way to adjust the scoring calculations that go into the Multiplayer Statistics scoreboard? Specifically I'm looking for a way to swap the negative penalty for killing a civilian to a positive number. Mission I'm working on will have infected civilians that the players need to take care of and I don't want them to get penalized for taking them out.
  21. Great idea, but I can't do that, they have to stay civilians because there are units from all the sides on the map and I want any of them to be able to take them out and get positive points.
  22. I've tried a bunch of different ways to do this without any luck so far. The one I thought would work was placing two Post Processing modules on the map, one set to the "Black & White" template, one set a "None" template. Then I synched a trigger to each with the variable check that should turn each one on or off, but no dice. Gonna keep trying though...
  23. Anyone know if there's any simple way to completely disable all keyboard/mouse input from the player other than basic Forward, Back, Left, Right Movement and mouselooks. Don't want the player to be able to open up any interfaces like maps, GPS, diary, inventory, or have any access to addactions to pick things up, etc. Additionally, I'd like to be able to bring the control all back when needed. Anyone have a simple script that can handle that?
  24. I dug through the thread and did some searching, but didn't find what I was looking for. Basically I'm just looking to tweak the skin tone of some AI models. I don't even mind if all the AI have the same face/skin, I just want to change the skin color. There a simple way to do that without using an addon and just through script? I _think_ I can setObjectTexture on the unit when it's spawned, but I'm not sure where to find the skin textures in the first place and how to configure the mission to use them. Any help would be mucho appreciato. :)
  25. Hey Bob/all - QQ. I basically want to create a custom faction that will consist of foot units from all of the factions. I know I can add all the unit class names into factions 5, 6 or 7's _InfPool array in UnitPools.sqf and then reference that custom faction for the faction variable in the EOS call, but how do I handle the "UNIT SIDE" variable in the call? I'm pretty sure if I use a UNIT SIDE that doesn't match one of the models, it'll break the call. I don't care if the units spawn without any gear, I just want to use a single EOS call to pull from one of the custom infantry pools that contain class names from across multiple factions.
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