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alky_lee

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Everything posted by alky_lee

  1. I found that the Pawnee would make two or three passes before engaging infantry in towns, but if a vehicle was introduced, it would attack on the first pass. Infantry tend to move around a lot and in and out of cover. If the pilot is basing his run on last known pisition, then it will be wrong when he makes his approach and doesn't seem able to adjust his fire at new targets. Hence why he fired at the reed beds when the infantry had stopped short of them and were stood out in the open.
  2. alky_lee

    AI Discussion (dev branch)

    I've noticed that when AI are piloting theGhosthawk and engage targets, they fly directly towards the target. As the machine guns are only side mounted it makes it very difficult to actually shoot the targets. It would be better if they circled at a distance, and alternated the direction to even out ammo use for the guns.
  3. I have now tried this with a Pawnee in the same location. The helicopter attacked, got shot down and Kamikazeed into the squad. I moved the S&D WP off to the side and the Pawnee attacked but wasn't very accurate. I moved everything into the middle of Kavala and the Pawnee still attacked with 1 successful kill. EDIT: I added a Marid into Kavala, the Pawnee disabled it and then continued to attack the infantry, but couldn't hit a barn door. After a few passes it then left them and moved away. I don't know if this was because of a lack of ammo or damage, but it didn't make any more gun runs. I don't know if this has anything to do with how a S&D WP is completed.
  4. That is vanilla AI. Their attempt at taking cover was to stand in the tall grass in perfect formation. I have had mixed results with a ghosthawk in Kavala. They seem to panic if any armour is around. I will have to see what happens with a littlebird. They are much more vulnerable and tend to get shot down even by infantry.
  5. In real life they used to get us to remove the slings when out on patrol. It made you hold the weapon in your hands, reduced the risk of noise and wouldn't get caught on undergrowth, and don't ever lean your weapon against a wall. It's all as bad as having a negligent discharge.
  6. With the reload animation/switch weapon problem, in real life if you tried switching weapons in the middle of reloading you would probably drop the weapon that you were reloading on the floor with the magazine. It would probably better to stop the animation, drop the weapon & mag on the floor and switch weapon.
  7. I have just tried out setting a helicopter to attack infantry and it is working perfectly OK. https://www.youtube.com/watch?v=AiMosTRtLh0 This was just a Blackfoot with a seek & destroy waypoint against a squad of CSAT infantry with a move waypoint on 1.14 stable branch. It must be the AI issue that crops up from time to time.
  8. alky_lee

    AI Discussion (dev branch)

    Sorry I was on a mobile phone earlier and not able to watch the video properly. Watching it now, I notice that the gun on the tank was moving around a lot and there were several infantry targets in front of it. It was like it couldn't decide which target to engage, so it didn't engage any.
  9. I have loved doing the scouting missions from Gori, then I got back to camp and found two more missions. Hellcat Down was a bit frustrating if you don't know where to look. I spent ages looking round, and it turned out to be in the last place I looked. I did have the misfortune on the way there to come face to face with a patrol who crested a rise at the same time as I did. It didn't end well for me. But it did the next time, I made sure of that. EDIT: This video shows 10 ways to die and probably shows why I liked the scouting missions so much.
  10. alky_lee

    AI Discussion (dev branch)

    They altered it so that tanka no longer have "magic radar". Are you sure you got their attention?
  11. I think that this is probably an AI problem like not engaging tanks with AT. When the Altis terrain first came out in the Beta, helicopters were quite happy to engage infantry with no scripting required. Unfortunately, in trying to improve the AI, BIS seems to have made them worse. If the AI get fixed, this problem may resolve itself.
  12. Place a "helipad (invisible)" /// found under Objects (Signs)/// Give it a name that makes sense to you. //object INIT of the Helipad: object= "Land_Airport_Tower_F" createVehicle position this; deleteVehicle this; object setVectorup [0,0,1]; //sets the building vertical object setDir 180; //sets the direction the building faces
  13. I have used this script in one of my missions. Since the 1.12 update on the stable branch I now find the bunkers are floating in mid air about 3-4m off the ground. I don't know what has changed in the game to cause this. The script was working perfectly up until then. Anyone else have this problem?
  14. I am also getting the message about the unit.sqf file not being found in SP. I have deleted everything, re-installed, re-downloaded and re-installed and the message still persists. This is happening for 0.16 but didn't happen in 0.15.
  15. Looks like civil war has broken out between the different factions of FIA.
  16. alky_lee

    UAVs: Feedback and wishes

    I was having a quick play with UAVs this morning. I found that when I disconnected the terminal from the UGV I couldn't reconnect to it or any other UAV for my side. Not only that, but the UGV also started to attack me. I am on the stable branch 1.10. Is this a bug or is it just that they don't like me?
  17. alky_lee

    Altis Life Suicide Vest?

    It would need use of the attachto command with an addaction for the option. Have a look at https://community.bistudio.com/wiki/attachTo
  18. To show what I mean I have put a video on Youtube. http://www.youtube.com/watch?v=jl54UYbN_8k&feature=youtu.be
  19. I have done a bit of testing this morning just using the setfriend command. If I put an FIA rifleman against an OPFOR rifleman on the runway at the airfield on Stratis then setfriend works. If I move the two riflemen elsewhere on the map, Kamino for instance, setfriend doesn't work. The problem with setfriend seems to be one of locality on the map. I will try and use setcaptive for the FIA squad while the convoy passes.
  20. I was trying to stop a CSAT convoy firing on a FIA fireteam. The setfriend command didn't work, so I substituted your code instead of the setfriend, which did work. Then the convoy wouldn't set off when the trigger was completed by the FIA fireteam. There is nothing in your code that should cause this to happen. Until I added the CSAT convoy the mission was working perfectly, even after I added the setfriend command. The only problem was that CSAT engaged the fireteam and everyone died which is bit of a mission breaker. I think there must something in the mission causing a problem, and the only way round it is to start from scratch. I will try deleting anything unnecessary first in case that fixes it. I can think of a couple of ways of altering the mission without setfriend, but require specific timings which aren't always reliable and is not good. Whilst the player can engage the convoy if he wants, I don't want the AI firing at each other first.
  21. The code I used was { _group = _x; if (side _group == east) then { _newGroup = createGroup independent; (units _group) joinSilent _newGroup; deleteGroup _group; }; if (side _group == civilian) then { _newGroup = createGroup west; (units _group) joinSilent _newGroup; deleteGroup _group; }; } forEach allGroups; The setfriend in the init was EAST setFriend [WEST, 1]; WEST setFriend [EAST, 1]; ---------- Post added at 20:44 ---------- Previous post was at 20:41 ---------- I altered the code for my mission to this { _group = _x; if (side _group == east) then { _newGroup = createGroup west; (units _group) joinSilent _newGroup; deleteGroup _group; }; };
  22. alky_lee

    Set Identity problem

    The face is normally something like WhiteHead_06 with an underscore between the word and the number. Similarly for speaker would be like Male05ENG. I assume Dan must be one of the BIS identities that are in game. Try changing those two values to see if that works.
  23. setfriend would appear to be bugged. I was building a mission today and copied the init.sqf from a mission where setfriend worked. It didn't work in the mission I was building, so I started a new mission, copied in the same init.sqf file without editing it and it worked perfectly, so the script in the file must be correct but something in the mission must conflict with it. The advanced intel had exactly the same settings so it must be something else in the mission. I used the script from Das Attorneys other thread and that stopped them attacking each other, but some triggers no longer worked. The triggers shouldn't have been affected by the script.
  24. alky_lee

    AI Discussion (dev branch)

    That's all we need ... conscientious objectors. I think they're taking this simulation thing a bit far.
  25. alky_lee

    A storm is coming (Arma 3 Zeus DLC)

    I don't think people are appreciating the performance improvements that this will bring especially in relation to AI. That tank that gets stuck on a small wall or soldier who gets stuck in a pathfinding loop, 1 bolt of lightning and they are no more and not using up resources on the server. Seriously though, in MP, it can be used to reduce the number of units/objects on the map at the start and avoid the need for some scripts. Every little helps while waiting for more optimisation to occur. I am pleasantly surprised, as MCC has become an essential mod for many and you always wonder why essential mods aren't included in the vanilla game. The question is, will this be as good as MCC? As part of the main game I would expect it to be better, but MCC has got really good recently, and I can see some wishing to continue with it.
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