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jandrews

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Everything posted by jandrews

  1. In all honesty if you have server issues with scripts, first and foremost you have to test in vanilla arma. Mods do strange things to vanilla code. Especially if you have mods that may change ai behaviors. Secondly I would just delete all old code and download most recent version. If you have done both ( no mods and updated code ) and still have issues then it's probably appropriate to post here. It's really hard to replicate your issues when you have some mods and possible server configs different then default. Just consider.
  2. In your picture I dont see a lot of places to take cover. A few bushes and weeds but..... any ai or players stuck in the open like that will get mowed down. Try an area with houses or rocks or trees. I believe the code calls ai to look for cover with things that are defined. Like rocks, trees and houses.
  3. jandrews

    Warlords

    ok. so you need to disable VCOMAI waypoint generation? dam that sucks. isnt that what has them do flanking movements and taking cover? the default ai suck ass. too easy Also. can you set this up for player vs AI vs AI? So you have two factions of AI fighting each other and player side for sectors? that would be more dynamic too. I am having UI issues. some bugs for sure. but far nonetheless. nice that is supports mods too. Great job.
  4. jandrews

    Warlords

    This one answer. Should sticky this so people dont have to search and search this thread for this top question / answer. How about AI mods like vcomai? If you reduce the ai reinforcement call to like 50 m. It should work.
  5. I saw some others scripts already made however I would like specific loadouts for unit classes. My current script is not being read. May be some could share theirs or give me some advice. Thanks for your response. Edit: nope. thought i had it. didn't work
  6. jandrews

    GF Missions Script

    Hey thanks for everything you do. Good luck luck with your health.
  7. ideas on how to import some exported AI loadouts? edited the current AI variables?
  8. jandrews

    GF Missions Script

    another thing to consider is although having the mission spawn completely random and also have the option to spawn on or near a editor placed marker. not sure how in depth you plan on going with mission parameters.
  9. Here is a basic example of my unit spawn. _side = createCenter independent; _markerPos = getMarkerPos (_this select 0); _units = []; if(!isServer) exitWith{}; for "_i" from 1 to 3 do { _grp = [_markerPos, _side, (configfile >> "CfgGroups" >> "Indep" >> "IND_F" >> "Infantry" >> "HAF_InfTeam"),[],[],[],[],[],(random (360))] call BIS_fnc_spawnGroup; [_grp,_markerPos,(random(150)+50)] call BIS_fnc_taskPatrol; {_units pushBack _x} forEach units _grp; }; for "_i" from 1 to 3 do { _grp = [_markerPos, _side, (configfile >> "CfgGroups" >> "West" >> "Guerilla" >> "Infantry" >> "IRG_InfSentry"),[],[],[],[],[],(random (360))] call BIS_fnc_spawnGroup; [_grp,_markerPos,(random(150)+50)] call BIS_fnc_taskPatrol; {_units pushBack _x} forEach units _grp; }; _units; Just wondering where I could place the [] call Cobra_fnc_loadouts; line to have AI custom loadouts in place of standard? In hidden drop down is the custom loadouts code. Thanks
  10. First, again great release. Looking forward to many more updates. Not trying to hijack this thread. Just adding link so others with same idea will have access to it. In the meanwhile I am slowing attempting to configure some ai loadouts and figure out a method to have then spawn. Here is a link to the thread. If anyone like me needs to see what I am doing to copy it. Here is the link. If anyone has better method please add to the thread. The script goal is to make ai loadouts, export and use for spawning ai for missions.
  11. jandrews

    GF Missions Script

    It's also important to identify water positions. As you already know am sure. But a parameter to be on water vs not would be nice. But also to choose which type of town based on number of houses / buildings per se. Like 10 or less, 20 or less and greater then 20. These would help ID low vs high value areas. You can include area types like factory, military, mining, docks, airfield and other to filter. May be one based on elevation, lower vs higher, Just thinking out loud. Am sure more will come. Not sure you want / need more to write. But seeing what sticks.
  12. @Vandeanson Hey... I am away from my main pc for a few days. So I can only post a generic example. But when I spawn units in I basically use this...once I get back I can post a more detailed version if needed. I typically have several units to spawn with vehicles. _group = createGroup west; _units = []; for "_i" from 1 to 6 do { _grp = [_markerPos, _side, (configfile >> "CfgGroups" >> "West" >> "Guerilla" >> "Infantry" >> "IRG_InfAssault")] call BIS_fnc_spawnGroup; With some task, patrol, defend, attack, occupy house. It's usually 4-6 blocks of code so not sure where to call cobra_fnc_loadouts script.
  13. @Larrow Hey. Thanks for taking the time to explain that. I am a noob at best with scripting and only learn by seeing how others have done. This attempt is me trying to use arsenal exported loadouts to work from a more recent mod release. I have googled this and try mostly to see what others have attempted. And go from there. Not much out there that I found. Thanks to hazj he pointed me in the direction. I will still have more questions no doubt. I spawn units in dynamically. Like create a task and spawn everything that way. One task at a time for frames. Just not sure where to put that line with everything else.
  14. Hey man, I did mention this for enemy AI right? Anyway since this is do I need to place "player" in the [] on the call line? And can I just call this script in the initServer? [] call Cobra_fnc_loadouts; Thanks for the help.
  15. Hey thanks hazj. Just want to make sure, these loadouts are from arsenal / export / clipboard. So will that be any different then whaymt you already stated? I presume just paste in: switch (true) do { case (side _unit isEqualTo independent && {typeOf _unit "I_engineer_F" }) : { blah }; case (side _unit isEqualTo independent && {typeOf _unit is "I_medic_F" }) : { blah} else {blah}; }; and do this for each unit type?
  16. I could very well be blind but I do not see any men other then vibora pilot.
  17. Its an open source community. Why not allow other members to utilize your scripts too? Just saying.
  18. COME TO PAPA! Otherwise, great start to this mod! Here is someones work for cobra skins. I am sure other than helmet the uniforms are in here to use and everything is probably vanilla parts. Maybe. http://www.armaholic.com/page.php?id=15061
  19. This is sounding really good so far. Are you going to add jonnyboy AI chating and flashlites? Where do you see this project going? The survival mode is typically fun and you have a great start. Sometimes people get writers block for ideas. I know many have given some ideas so far even me. If you have a direction I am sure more ideas will come in.
  20. jandrews

    [CTI,TvT,CooP] Dissension

    So others can comment. 1. parameter option? 2. parameter option? - but with more players may be also a parameter to reduce AI per town - not sure how much code this involves. 3. Yeah. bigger towns and ones of more strategic valve draws in more troops / assets. But if you as a player lose this you may lose more asset points? make it more strategy based. 4. Defensive towns: Smaller towns or ones with less value would warrant a few defensive groups, perhaps with static MGs and mortars. AI in houses for house to house fighting. Smaller AI patrols of 2 around the area. May be a sniper squad providing overwatch to small area but may be around valuable resource. or even apers wire traps. Larger towns with more value would warrant the basic defensive statics and house to house but also a few lite armor or a chance for heavy armor. Along with reinforcements able to called in via para-drop, heli landing or by ground. these would spawn in may be 500 meters out depending on the type and drop / insert a few hundred meters out. Which could have a chance with a attack heli as support for covering reinforcements. Imagine your squad just captured a high value area, just to see over the horizon a few enemy heli's dropping or landing in enemy reinforcements along with an attack heli for air support. Or may be even a jet come in and drop a few bombs to open up the town then troops move in to re take the area. Players would really need to build up assets and have supply chains to withstand something along those lines. Even with ground inserts with a few transport trucks / troop carriers loaded being escorted by a few ifrits with MGs. Players would really have to decide on defending or retreating to another area. They themselves calling in support ( like art'y or strategic bombing ) if they have the resources. If not they may need to retreat and try later. Of course the value of the area, timer on reinforcements would take consideration. Also, would those reinforcements / attacking units then turn in to defensive roles and AI command use the attacking assets somewhere else? 5.Yeah, reinforcements could be anything. based on the above. I always like to see enemy helis para dropping or landing near the area and know whats coming. Even seeing some aggressive ifrits or madrids with troops is fun. An enemy attack heli would add more stress to players and really make playing an AA soldier or engineer to plant mines on a road mean something. Having to set up defenses like mining a main road or build some defensive barriers per select characters could expand roles. 6. The Front lines should be stressful. those would be sides of defensive units vs assaulting units as your recent video. It looked really nice. That mortar unit could be better placed obviously but its AI. may be he could be in a open bunker or just sand bags in a circle and he or a few are in the circle. Static MG's in cover or bunker are always priority for players to take out. Occasional ambient planes dropping bombs or strafing would be awesome. Attack heli's circling the area firing on players would be really stressful. I am sure all this eats frames but may be give these a smaller chance and not at all smaller areas or ones with little no value. Rolling armed vehicles are always stressful. Players have to again prioritize which makes it more strategic. Not just run in. I may even delay the amount of time it takes a player to be revived ( parameter ). ( not sure how you have yours set up ). But some games now provide almost instant revive. I feel players need to suffer if they want to rambo in. Vcomai typically takes care of this too.:) If anyone else has more ideas please add on. Good luck. Look forward to your updates.
  21. Something to consider about markers like bandit and hideout is an option to place marker near the camp. Say no closer than 500 m in general area. This would allow a player to search a general area vs the entire map like altis. That's a big search area. Or and you may have said this. Is to have traders give tasks in areas of those camps to indirectly encourage players to be in those areas.
  22. I was also thinking ravage may be the issue. This a zombie mod and the units sides "east" may be the same thus pulling those "east" units in to its loop. I'd still test this in vanilla mode before posting issues.
  23. So here is his AI spawner. Not the hunter spawn but AI at camps. As you can see they are to defend the area. I did not see any other AI spawner in his functions. Id say its probably one or more of the mods you use. Mods can break this game. he also allows you to edit some in the VD_settings. Do you use VCOMAI or any AI mods? I'd go vanilla and retest.
  24. Check patrol settings distance. Vandeanson. The reason I linked alais website is b/c he fixed the flares issues. Bi flares are absolutely crap. He has some scripts that change the brightness of flares. If you have time check his coding out. May make coding that stuff easier
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