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Posts posted by morieza
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Is there a mod (SP friendly) which is can make AI do Center Peel or Aussie Peelback tactic ?, like human do in MP and RL.
No bounding, only concentrate to keep formation (by peeling) and suppressing fire or ready to fire when back in formation.
I think it might be possible by scripting, but IMO it could be better if that applied by mod.
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...deadly
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Did you replace Condition this with !alive XXX or anything, in trigger Area (XXX present/not present) ?
if yes, leave the 'this' if you set the trigger to trigger Area detection.
'this and...' for add condition or 'false' to suspend.
Assassination demo mission 2 using 'false' as a suspended condition in Trigger Area.
Assassination demo mission 3 using 'this and...' for add condition in Trigger Area.
Description:
Player must kill an enemy officer, avoid detection or he will try to escape, abort mission if he board the vehicle, then player must go to next objective area (location 1 if success, location 2 if fail).
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Yes, but tricky.
Make sure the second trigger (end-trigger?) should be far away /unreachable... (or add more condition check),
then on that 'No-name bluefor Trigger' Activation: nexttriggername setpos getpos objectname.
Using 'triggerActivated triggername' is the proper method, especially for serial objective, no need to check the whole activation from previous trigger, we can also check multiple trigger a lot easier.
And please note, for Trigger Area don't use 'Countdown', please use 'Timeout' if the next Condition check is on Activation field.
There is an alternative other than using triggerActivated,
example,
- on object init field, define:
bla = 0;
- on Activation field, if trigger is trigger Area detection [repeatedly, timeout]:
trigger1: if (A or B or C) then {bla = 1};
trigger2: if (D and E and F and bla == 1) then {bla = 2};
trigger3: if (G or H or I) then {if (bla == 2) then {bla = 3}};
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IMO, your thread title is a bit confusing, do you mean how to teleport the trigger?...
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example (for your last post /original thread title).
(1) You can add trigger area unit present, repeatedly with 'timeout', name it to holdarea, set the number for min/mid/max,
note: don't use 'countdown', by using 'timeout' time calculation will interrupt/cancel if the unit leave the area, so the unit activator must go back to re-calculate the timeout for activation.
Then put something on activation, next objective (move to end trigger) or else, you can use this on activation:
if (alive player) then {do XXX}.
(2) On the next sequence objective/trigger, like the end-trigger in demo mission, add the condition on Activation field:
if (triggerActivated holdarea and alive player) then {if (!alive eo1) then {endMission "end1"} else {endMission "end2"}};
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Try this Assassination demo mission.
Description:
Player must kill an enemy officer before timeout and/or he board the vehicle (mission aborted), then player must go to next objective area.
The timeout setting is in officers first waypoint.
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...try this demo mission, Sync trigger and waypoint only, not create/spawn
Polygon post above is the simple way to "spawn" without hard script.
I'm a beginner too... :)
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v1.02 release candidate 2.
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she never meant to start a war,
she just wanted you to let her in...
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Hi LawlessBaron, thank you...
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Nice to know it works... :)
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just an example...
Put this code below to your init.sqf
enmc = {alive _x and side _x == east} count allUnits; {_x addEventHandler ["killed", {enmc = enmc -1; if (enmc != 0) then {hintsilent format["Enemy remaining : %1",enmc]} else {(_this select 0) cameraEffect ["Fixedwithzoom","top"]}; _mrk = createMarkerLocal [format["%1", enmc], getpos (_this select 0)]; format["%1", enmc] setMarkerTypeLocal "dot"; "_mrk" setMarkerColorLocal "ColorRed"}]} foreach allunits; sleep 0.5; player removeAllEventHandlers "killed"; titletext ["KILL 'EM ALL","plain"]; titleFadeOut 2; sleep 2; hintsilent format["Enemy remaining : %1",enmc]; waitUntil {enmc == 0}; sleep 3; cuttext ["All enemy has been eliminated.","plain down"]; sleep 3; titletext ["MISSION COMPLETED","plain",0.4]; cuttext ["","black out"]; sleep 4; endMission "END1";
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how about, player temporary join as Independent ?
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Hi ForzaJuve,
I made a simple demo mission, I'm just toying around, ...not sure if it's similar or not:
player BLUFOR = move alone
another BLUFOR = move group/alone - not listed/not counted/any
main method = sin, cos, for moving trigger
--> player BLUFOR must wait for another BLUFOR for completion, and vice versa
Condition: OPFOR has been eliminated (not present) 'AND' another BLUFOR present 'AND' player BLUFOR present, in same area.
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Updated to version 1.01, see first post.
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...also you can try this simple demo (for mission editor):
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a lotta people having problem with gamefront,
try this, from gamefront, his work on my backup link:
(see first post...)
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(alt-tab)
it's nice to play this on OA, I try it now without mods, I want to know the original gameplay.
good... vehicle AI have individual move, 'cos timing is important on conquest, now I'm gonna see the rest
(alt-tab)
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I think you should set the trigger 'condition: this' if the trigger is trigger area, and make sure it's 'repeatedly' and using "timeout" (interruptable).
About "opposite of the Activation" maybe 'cos you create the trigger at player position and there is no OPFOR present, so when OPFOR is "present" then accidentally move/leave the area a bit -it's activated,
---> "not present" activation has to be "present" at first.... :confused:
If the trigger is on the fly creation, you must create that "not present" trigger on some place where the OPFOR is "present", wait for some amount of time (equal or higher than "timeout" value) then set the trigger position to player (_triggername setpos getpos player)
...proper command to clear 'knowsAbout', I need that too.
CMIIW
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...just some tricky idea:
- lowering the distance between "transport unload" wp and "move" wp to bellow than 1500, to avoid bad path planning (mostly happen on Arma 2 vanilla, ...rarely on Arma 2 OA/CO)
- set the pilot rank to higher than the squad leader rank
- maybe the heli wait for sync, since heli already touch/complete his "transport unload" wp, so the squad must complete their "get out" wp too
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Description:
Rescue the defector (Rus), on insurgent territory.
Features:
- instant action, singleplayer only
- self-adaptable, only copy-paste-rename to port to any addon islands/maps (A2, A2CO)
- Center Peel tactic with AI teammates
- player can set/choose:
- any location, land or sea insertion
- difficulty mode, each have auto increase - depend on player score & health
- random color effect, soft-medium color balance
- weather
- buildings condition = destroyed, hidden, unchanged
- skip time
- weapons = silenced, TWS (A2CO), rifle, sniper rifle, machinegun
- player can also set intro duration = normal/default, skip, longer, longest
- AI Huey will fly more safely over any high cliffs/mountains
- support/assist (AH1z Cobra), player must eliminate all air threat first
- recover weapon after swim, sea & inland water (A2, A2F)
- unique enemy patrol, no regular waypoint
- autoheal, slow for player and all enemy infantry, fast for teammate
- etc...
Installation:
Get into game installation folder, extract to ..\Missions folder.
Credits & thanks:
- Bohemia Interactive
- Armaholic
Changelog:
v1.02
- Added: Center-Peel /Aussie Peelback tactic with AI teammates, peel option: left/left-back, right/right-back, formation heading.
- Improved: Lowering starting-skill and resetting auto-increase-skill multiplier, now the easiest mode will no longer become the hardest, now if enemy unit dead, units remaining in his group will gain an extra skill (more casualties more group skill), new 20 difficulty mode, end mission bonus = +1%..... +400%.
- Improved: Few ruins of destroyed buildings will be hidden to avoid OPFOR AI stuck when they trying to change group formation heading direction near ruin.
v1.01
- Improved: Inland water check for recover weapon after swim (A2, A2F)
- Improved: Mi-8MT hunting movement
- Added: Weather option
- Added: Buildings condition option
- Removed: Enemy AI accuracy skill option (A2CO)
- Added: Difficulty mode option
Notes:
Untested with any mods (ACE, ASR, etc...), if you are using mods then
encounter a problem during a mission, please disable them.
Download:
This is my first mission,
thanks to everyone who tried this mission, I hope you like it.
- any location, land or sea insertion
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1. For scripting purpose: in Mission Editor, double click the unit, unit 'Name' field is in there.
2. For in-game purpose: see this old thread = http://forums.bistudio.com/showthread.php?91163-How-to-Change-an-AI-NPC-name
Mod for AI do Center Peel /Aussie Peelback ?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I just watching "All Round Defense" demo video, but I already have made a script like that (similar but simpler) to my mission,
Here it is, my "round defense" script.
Please note: this is just a prove information not recommendation ('cause it's SQS format, 'cause I'm new in scripting).
From "Take The Red On", \self\hwpog2ur.sqs
Using for OPFOR infantry (8 group = each group have 8 guard point, 8 direction).
OPFOR groups patrolling circle around center area, each group moving clockwise or contra clockwise, each group switch guard point every some amount of time,
their patrol radius and switch guard timing depend on distance between player and center position, so more closer player to center position - more smaller the OPFOR radius patrol,
and if there is casualties in an OPFOR group or not alive something, the center patrol of that group is player (example: if player kill soldier in group 1 and group 3, then the center patrol of group 1 and group 3 is player, group 2/4/5/6/7/8 still using first center position).
This script result is kinda like "protect/defend the VIP/area and search for an unknown intruder".
select 0 = group name /defender
select 1 = center 1 /first center orientation
select 2 = center 2 /intruder
select 3 = object, if not alive, change orientation from center 1 to center 2
select 4 = multiplier (lower than 1.0), multiplying distance center 1 and center 2, for radius patrol and guard time
select 5 = maximum distance for select 4
select 6 = direction, 45 for moving clockwise, -45 for contra clockwise
select 7 = direction (0/45/90), for first moving direction and first guard position
Its been 2 weeks for mod searching, no hope.
As you said, about to keep the topic here, I think it was a good idea, the last hope is using script.
Thanks for your suggestions.