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Mirek

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About Mirek

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    Master Gunnery Sergeant

core_pfieldgroups_3

  • Occupation
    Product Designer

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    Male
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    Czech Republic

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  1. My drill instructor back in the basic, told me once, that standart loadout of a soldier on patroll in Afganistan used to be 8 in the vest and 8 in the backack. thats 16 for you, Some people supposedly carried even more. so i gues it is pretty realistic to pack around 15.
  2. Hmm, maybe ia am able to understand something, i will try this.
  3. Oh! I didnt read carefully enough earlier. So it is a script not a MOD? I will try it, to see if i understand how it works. Thank you!
  4. Hmm, not sure how exactly to wotk with this, I tryed to change it according to your advice, but still have many blanks there. if isServer { // Find all groups that have a Guard waypoint assigned _grpsGuarding = allGroups select {side _x == EAST && waypoints _x findIf {waypointType _x == "GUARD"} >-1}; _grpGuarding = [grp1,grp2,...]; //Not sure here, i do not know how many groups there will be. //find starting possitions of the leaders of groups with guard waypoint _grpAndPos = _grpGuarding apply {[_x,getPos leader _x]}; //find all opfor soldiers _sentry= allGroups select {side _x == EAST}; //Find the possition of nearest spotted Blufor _FoePos = findNearestEnemy _sentry ; // maybe use forEach somehow in case there is blufor coming from multiple directions? //Create SAD waypoint for guard units { _wp = _x addWaypoint [_FoePos,0]; _wp setWaypointType "SAD"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; } forEach _grpsGuarding; //CHeck if there is any blufor left _knowledge = _grpsGuarding knowsAbout ?????; // not sure what to type here //Return units back to starting possitions { _grp = _x #0; _pos = _x #1; _wp = _grp addWaypoint [_pos,0]; _wp setWaypointType "GUARD"; _wp setWaypointBehaviour "SAFE"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "LIMITED"; } forEach _grpAndPos; } I do not know any other ways to determine the enemy than KnowsAbout, and findNearestEnemy, becaue theese two are the only solutions i was able to google, and somehow understand. Mybe i could use a trigger with Blufor detectd by Opfor, and put something like _Foepos = {getPos _x} for each _Player in thisList; Into its init, and then put entire above script into its init. If i set the trigger to repeat, then it could maybe work as i want?
  5. I cannot use mods for this, the players playing the mission would be forced to use that mod too, and the mission allready is too mod heavy, with CBA ACE ACEX all RHS mods, and ACR_army of the Czech republic mod.
  6. Than you wery much, but asi do not understand scripting much i do not understand what exactly is the script doing, and i do not want to use something i dont undertand because then it will be impossible for me to play arouznd with it. Id rather try to put something together myself with help from the people here, wich i will understand, and know what each line does.
  7. OK sofar i would try to start with something like this: // Find all groups that have a Guard waypoint assigned _grpsGuarding = allGroups select {side _x == EAST && waypoints _x findIf {waypointType _x == "GUARD"} >-1}; //find starting possitions of the leaders of groups with guard waypoint _grpAndPos = _grpGuarding apply {[_x,getPos leader _x]}; //find all opfor soldiers _sentry= allGroups select {side _x == EAST}; //Find the possition of nearest spotted Blufor _FoePos = findNearestEnemy _sentry ; // maybe use forEach somehow in case there is blufor coming from multiple directions? //Create SAD waypoint for guard units _wp =_grpsGuarding addWaypoint [_FoePos, 0]; _wp setWaypointType "SAD"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; //CHeck if there is any blufor left _knowledge = _grpsGuarding knowsAbout ?????; // not sure what to type here //Return units back to starting possitions _sp =_grpsGuarding addWaypoint [_grpAndPos, 0]; _sp setWaypointType "GUARD"; _sp setWaypointBehaviour "GUARD"; _sp setWaypointCombatMode "GREEN"; _sp setWaypointSpeed "LIMITED"; You think it could work? How do i make the script repeat itself when new enemy is spotted? How do i make it that if multiple enemies are spotted, the grpsGuarding will go each to the one closest to them?
  8. So now Could i use the _StartPos = getPosATL _grpsGuarding; To find theyr start possitions?
  9. I have to start with declaring the response groups. I want it to be editor placed groups. So what if i just use any group that has a guard waypoint assigned? I offcourse have no idea how i would do that, but seems a good idea. So first question: How do i find all opfor units that has guard waypoint assigned?
  10. From the responses i undertand, there is no easy way to achieve what i want. I will try to come up with some crude script, and will come back here to let the real scripters correct it for me.
  11. Well basically i want the same function as guard waypoint used to have in arma 2. Or simillar as guard waypoint has in arma 3 but sending all units that have guard waypoints assigned at once instead of sending one by one. If i remember correctly in arma 2, if any unit of the same side as the unit with guard waypoint, spotted the enemy, or got under fire the units with guard waypoint just started mowing to the last known possition of enemy, if there were more, they went to the closest one, and then to the next one. I would like to have it like: Response groups [Group r1, group r2, ...]; origin_pos_1=Getpos Group r1; origin_pos_2=GetPos Group r2; . . . Blufor spotted by opfor; // any opfor anwhere on the map. marker 1 GetPos Blufor; // the spotted one Blufor spotted by opfor; // somewhere else on the map marker 2 GetPos Blufor; . . x= Response groups ditance to marker 1 y= response groups distance to marker 2 . . if [x<y && y<whatever] {Group r1 create waypoint getPos x}; // executed for each group separatelly else if [y<x && x<whatever] {Group r1 create waypoint getPos y}; else if . . else {Group r1 create waypoint getPos whatever}; If [no more enemy] {Group r1 create waypoint getPos origin_pos_1}; something like that, have no idea how to make the proper code.
  12. HI, I need to force Specific AI Groups to go to help any AI groups that come under fire or spot the players. I tryied to use Guard waypoint ( in arma 2 it used to do exactly what i want), with/without the guarded by trigger, but thats uselless as it only sends one AI group at the time. I searched few topics, and i found something like this: _null = this spawn { Hunt_players_fnc = { _player = ""; { if (isPlayer _x AND alive _x) then {_player = _x}; } foreach (playableUnits + switchAbleUnits); _wp = _this addWaypoint [getPos _player, (50 + (floor(random 200)))]; _wp setWaypointStatements ["true", "_null = (group this) spawn Hunt_players_fnc;"]; _wp setWaypointType "SAD"; _wp setWaypointCombatMode "RED"; _wp setWaypointSpeed "FULL"; }; _null = (group _this) spawn Hunt_players_fnc; }; BUt thats also useless to me as it seems to make the AI allways hunt the player. I looked here: But none of the descriptions of the scripts didnt sound like it does what i want. SO please: 1. AI spots the enemy 2. all groups that are supposed to help go help at once regardles of the type of group that has spotted the enemy. 3. if contact with enemy is lost, the groups go back to theyr starting point. 4. repeat until eternity ,or until there are no AI groups left.
  13. Mirek

    Arma 3 Facetrack Noir

    thanks ill try
  14. Mirek

    Arma 3 Facetrack Noir

    I know iam comitting necromancy here but i seek an advice: I have set the FACETRACK NOIR played a bit with the smoothing and adjusted the curves, but i cant get it to work properly. It seems like the software sometimes looses the ability to track my face. It all works fine everithing is smooth for a minute or two but then suddenly the wiev turns sideways and stais there. When i look in to the FTNOIR interface it self where the small window with my face is, it track s my face for some time but then it suddenly zooms in and losses my face. cant find any solution. I7 4790K GTX 980Ti 1920x1080 camera
  15. Thats a bad news man, bad news :-(
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