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jasonb

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Everything posted by jasonb

  1. Zombie outbreak response http://steamcommunity.com/sharedfiles/filedetails/?id=186622783 Jason B The ultimate Military vs Zombie sandbox & Bandit mod is here! Designed for SP/COOP. -Play as the Z.O.R.T. with either AI or human controlled buddies and participate in a Special Forces mission to retrieve patient 0. Patient 0 is a civilian who is immune to the Z virus being held by bandits in the village of Gravia. How you go about it to complete the mission is up to you! Do you take command of your rifle squad and go at it on foot? Customise your soldiers gear to be the ultimate solo warrior? Or if you prefer, grab a vehicle if you like; perhaps a chopper or a tank and drive into the heart of the hornets’ nest with an A2 Slammer tank? All is possible! The choice is yours. Features -A three way war between the Military, Zombies & Bandits -Weapon/character customisation -Command a squad -Drive just about any Nato vehicle and use them to smash Zombies and Bandits. -Challenging and spooky game play (scary music) Screenshots [/img] [/img] [/img] [/img] [/img]
  2. Hey guys, I'd like to know how to make an invisible man take regular damage? You can't set all of the infantry unit to have no texture (face and some clothes still show) and using hideobject true makes them immune to gun fire (but funny enough, not explosions). I need an invisible man that can take regular damage by guns etc. Anyone know how to do this? Cheers
  3. Hi mindstorm how can I use this code? Just paste it in the init? I could not get this to work. Also, could the second decloak part of the script be modified so that instead of the predator unit decloaking for a second, it takes damage instead. So, like Predator setdamage {getDamage Predator} +0.01; to simulate the damage done by bullets. Also, instead of applying the damage to all units, how do I just apply it to either all opfor units or a unit names Predator? I believe this code is on the right track to what i'm looking for. Cheers.
  4. Just tested it and confirmed it does not work. What about some kind of Trigger or something that detects bullets close by the _unit? Something like Bullet Distance Predator <0.5, Predator setdamage getdamage Predator +0.01 If you get what i mean? Do I really need to go to all the trouble to make the player Hide Object True, spawn a dog in, set it's texture to nothing (because you can), attach it to the Predator, Group it to the Predator, annd when the dog dies the predator goes down with it all over again? ;P The work arounds are real...
  5. I don't understand how this works exactly? I put a Blufor Present Trigger over my character and put {Player hideSelection [_x, true]} forEach selectionNames Player; and nothing at all happened? What is this meant to do exactly? Cheers.
  6. Hide object works fine, it's just that he doesn't take bullet damage when shot at.
  7. Hmm. Is there no way to completely retexture a model as nothing? You can do this with a Dog. But not a man? And, also noticed something weird. When I removed my characters clothes, those textures that did change to invisible, changed right back. E.g. I got his legs to be invisible and then removing clothes made his legs visible again.
  8. What is wrong with asking both here and there? I'd like to create a Predator mission. An invisible man that stalks his prey on Tanoa. The idea is that one team must use their senses (other than eyes) to kill it. Right now, they cannot even if they directly shoot it. I created this predator mission a while back for Arma 3. I'd like to give it another crack on Tanoa with some much better scripting.
  9. Hi Guys, So I've been trying all day how to figure out how to launch a missile or another object from the players position. Before I give up I thought I'd ask here for help. I need the object to launch like a bullet would from a gun or from whichever direction and/or angle that the player is aiming/looking at called by a simple script or add action. Right now the object launches at which ever direction i'm facing at, but not up or down. If the player looks up and then calls the script, the object needs to launch upwards skywards for example. So wherever the player is aiming at the object needs to fly in that direction. Right now i've got: Bullet = "Land_canteen_f" createVehicle position player; Bullet setpos getpos Player; Bullet setPosATL (Bullet modelToWorld[0.23,1,1]); Bullet setDir getDir Player _vehicle = Bullet; _vel = velocity _vehicle; _speed = 100; _dir = direction _vehicle; _vehicle setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+ (cos _dir*_speed),(_vel select 2)]; Damage attachTo [bullet,[0, 0, 0]]; Any help would be greatly appreciated. Cheers.
  10. This works for players but not for AI. Does anyone know if there is a workaround for AI? I'm assuming it's because getCameraViewDirection is for players only. Cheers
  11. Hey Guys. Here is the working script! Not sure if it works for AI though. Thanks for all your help. 0 = [100] spawn { params ["_speed"]; _bullet = "Land_canteen_f" createVehicle position player; _bullet setPosATL (player modelToWorld[0.23,1,1]); _vel = velocity player; _dir = direction player; _bullet setVelocity ((getCameraViewDirection player) vectorMultiply _speed) }
  12. Ok so just tried this: _velocity = eyeDirection player vectorMultiply _initial_speed; _molly = createVehicle ["Land_Canteen_F", ASLToAGL eyePos player, [], 0, "CAN_COLLIDE"]; _molly setVelocity ((eyeDirection (_this select 0)) vectorMultiply 100) And the item simply falls to the ground. With your first example, it seems like the item spawns in front of the players eyes and launches however looking up does not launch it upwards. So, still in a straight line. Anything else we can try? Thanks for your help.
  13. Gonna try this now. How do you set the speed (distance) of spawned item?
  14. Hi Saro, is this the complete script? As in, do I need to do anything else once I put in the Vehicle class name? So something like... _initial_speed = 100; _velocity = eyeDirection player vectorMultiply _initial_speed; _molly = createVehicle ["Land_canteen_f", ASLToAGL eyePos player, [], 0, "CAN_COLLIDE"]; _molly setVelocity _velocity; Player switchmove "Amovaksdnsddonorwhateveritis" Damage attachTo [_Molly,[0, 0, 0]];
  15. Hi Saro. How would I incorporate that into this? Or rewrite this with your suggestion? Thanks for the help. Bullet = "Land_canteen_f" createVehicle position player; Bullet setpos getpos Player; Bullet setPosATL (Bullet modelToWorld[0.23,1,1]); Bullet setDir getDir Player _vehicle = Bullet; _vel = velocity _vehicle; _speed = 100; _dir = direction _vehicle; _vehicle setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+ (cos _dir*_speed),(_vel select 2)]; Damage attachTo [bullet,[0, 0, 0]];
  16. Ok cool, got it working when I changed 'Throw' to 'Throwz'. Was getting the error, reserved variable. Alright, I'm going to play around with this and let you know how I go. Question, if I want to be able to launch the grenade out to say 100-200m can I do that too? I notice you have no _speed modifier it appears that the canteen replaces the grenade and that it uses the grenades default velocity and speed etc. I'd like to be able to create addaction shotgun bursts and things like a plasma projectile (upcoming Predator mission). In that, the Predator launches a plasma attack out to 100m. Is it possible to do that with your script? Thanks for your help. What's wrong about a fired eventhandler? You can use it like throwing a grenade. Did you try my snippet? Use action -> throw your current "Throw" weapon (grenade, smoke, whatever) -> see how your item of choice is being thrown instead. No weapon in hand needed other than some grenade or smoke grenade in inventory. Works for AI aswell using switchweapon and doing some minor modifications to the snippet above. I'm using this very snippet to make AI use molotovs and other nasty stuff at the player group. Cheers
  17. Hi Grumpy, could not get the script to work. Did I have to edit any of it? I get a msg Hint 'Ready to throw B Bravo (Jason) Hit your throw button.' I then press G and my character lobs a standard grenade and then the action disapears. I notice though that the variable 'throw' I think is one used by biz.
  18. Hi Grumpy Old man, Looks great. But just to confirm, there is no way around this other than turning it into a fired event handler? I'd like the player to be able to launch an attack (object with trigger attached) without a weapon in hand by calling an action so that I can develop custom attacks like Molotov's, shotguns etc without as far as going ahead as making a mod. I've got it working but projectile just launches from 1.35m and hits the ground at 20m or so but the idea is if I want to look up I should be launch the object 20m up and have it land down next to me. I'd also like the AI to use these attacks when an enemy gets too close (called by a trigger attached to the AI). AI will turn towards target and throw a molotov their way without firing a gun for example. Is this possible? Cheers.
  19. Sounds like the right track, would you know how to implement that to my little script? Thanks for the reply.
  20. Hi Grumpy old man. Thanks for your help however I'm trying to do this by calling an add action rather than having to fire a gun if possible. Cheers.
  21. jasonb

    AI Discussion (dev branch)

    Two things I've noticed when I was playing my mission last night: Trying to manoeuvre an AI squad through a town through a city/village full of enemies is a nightmare. They spread throughout the town and keep on getting trapped on objects and refuse to listen to your move orders. This usually means I have to do everything myself. By the time I get to the other side of the village they are still running about at the start. There needs to be a 'bunch' up formation or when you have told them to regroup as squad leader so that your AI controlled team mates stick close to you so you can travel up the same road/path together without them trying to spread out. I think this setting should be default when travelling through villages. Also how do you get an AI medic to heal you? This is also a night mare. I select him and yell out 'Injured' but he just stands there. AI seems to refuse orders when that orange box with crossed lines pop up on their names (I think it means they are engaged?). AI refuse to listen to your orders whenever that box pops up. Sometimes this box pops up long after battle activity. Also, trying to tell squad members to 'get in' a vehicle during combat needs to work so you can get the hell out of 'hot zones' quickly. They just lie down prone and yell out 'negative'. Even when the vehicle is right next to them. Suggestion: When an AI squad member is told to do something twice in a short period of time (10 seconds) like 'get in a vehicle', they ignore everything esle and get in the bloody vehicle lol. I really dislike spamming the 'get in the vehicle' command with frustration while they just stand there and ignore me. Repo (my Military Zombie mission): http://steamcommunity.com/sharedfiles/filedetails/?id=186622783
  22. Hey guys, made a huge number of performance changes, now lag free :)
  23. A number of changes have been made to improve FPS, if it's still laggy than I guess the eerie fog will have to go.
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