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phant

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Everything posted by phant

  1. I have noticed that with Zeusing Vanilla Arma 3 AI, they completely ignore any orders I give them when they come under combat. I have searched through the forums for solutions to this but have come up blank thus far. How can I make the AI spawned in with Zeus still respond to my orders, without having to remote control them? When I tell them to stand and full pace charge, I want them to stand and full pace charge, but instead they stay proned in the grass. And in the same vein, I can't make them move to behind cover, they just prone and sit there. Any suggestions? I have previously used ASR AI, but because ASR AI has scriptdriven reactions and I have the same issue of ignoring orders, I cannot have varying styles of AI tactics, it's always just the same scriptdriven tactics over and over again.
  2. I have noticed that with Zeusing Vanilla Arma 3 AI, they completely ignore any orders I give them when they come under combat. I have searched through the forums for solutions to this but have come up blank thus far. How can I make the AI spawned in with Zeus still respond to my orders, without having to remote control them? When I tell them to stand and full pace charge, I want them to stand and full pace charge, but instead they stay proned in the grass. And in the same vein, I can't make them move to behind cover, they just prone and sit there. Any suggestions? I have previously used ASR AI, but because ASR AI has scriptdriven reactions and I have the same issue of ignoring orders, I cannot have varying styles of AI tactics, it's always just the same scriptdriven tactics over and over again. EDIT: Sorry, I think I have the wrong forum here. Feel free to delete/lock.
  3. I found this for any who stumble upon this thread in the hopes of resolving the same issue: https://www.reddit.com/r/arma/comments/34qfl8/making_ai_more_agressive/ I haven't tried it out yet so I'm not sure how relevant it is, but it looks like it could do the trick. If anyone smarter than me wants to chip in why this will/won't work, feel free!
  4. Got a link to that thread mate?
  5. Is it possible to use the 'Save To Profile' persistence and load that into the editor so I can make editor adjustments?
  6. Hi there, I've heard of a few custom loadout scripts that you run via .sqf execution on a server, however, I am not sure what the best one to use for JIP is? Being JIP compatible is a must, and it is for loading custom loadouts on a server. If someone can point me in the direction of the best one to use for JIP, that would be greatly appreciated! Cheers, Phant.
  7. To make sure I've got that right, that would be: "waitUntil {!isNull player};" Correct? EDIT: Or is it: waitUntil {isPlayer this};
  8. Hi there, So for some context, I am making a campaign where the players are insurgents retaking an already fully occupied island. They are not given ANY supplies except for what they spawn in with on the first mission, and a few supply crates to store supplies that they raid. They must raid enemy supplies to build up their own supplies. This campaign will involve a fair bit of manual work on my behalf, as it won't be a single mission, it will be spread over several missions, but I want to keep what is in the ammo crates persistent, without writing down what's in it and then manually putting that in. So, what is the best method for me to carry across/save equipment that is dumped in a supply crate and load that into any supply crate in a proceeding mission? Keeping in mind I would have to 'export' what is in the crate at the end of a mission, before finalising it. Cheers, Phant
  9. Thanks for the info Pete. Am I to run these scripts as a .sqf in the mission (if this is the case I'm assuming I'd have to call the script via debug menu?). And perusing the mission end script, I don't understand where the loadouts are actually being saved to? I'm a newbie at this, so go easy on me.
  10. Yeah I got that working when I tested it this morning, I just misunderstood at first. I found the LEA solution to be better suited, however, as some of these missions you aren't loading into an FOB, you're loading already on the battlefield, so I couldn't have players selecting from a gear selection screen to get their loadout.
  11. Thanks guys, I have tried both suggested solutions to see which works best for me and I have chosen LEA as the best solution for this scenario so far.
  12. Thanks for the info mate, but I am not sure joining into a slot first time is classified as respawning. I'm just trying to load custom loadouts onto playable units that have joined the game for the first time, but the loadouts must also load if they join mid-mission. Respawn is completely disabled for all playable units.
  13. The two threads are in no way related (each question is pertaining to a completely different mission (thus the context in this thread is not relevant to my other thread)) and would likely be too convoluted to include questions for 2 completely different scenarios in one thread, but I'll keep that in mind.
  14. phant

    Authentic Gameplay Modification

    Sorry if this question has already been answered... Would take me awhile to get through all these pages! I use ASR AI but would also like to use AGM_AI module. At the moment ASR AI sets the skill of spawned units in both editor made missions and in Zeus missions (if the Zeus is running ASR AI). Is it recommended to disable ASR AI's skill setting module and instead use AGM_AI's skill values, and does this work with Zeus? I'm not really sure which overrides which, either. Obviously I would like to keep ASR AI's other parameters, but not sure what to do about the Set Skill parameter. Cheers!
  15. phant

    [COOP-6] Evade and Survive

    Great thanks for the tip! Is it just the 2 missions you have made (this & Black Ops)? I am loving these missions, so just curious if you've got more.
  16. phant

    [COOP-6] Evade and Survive

    Hey mate, Nice mission been looking for something along these lines. I would like to change the way respawn works, however, and add in my own revive script. What do I need to change to disable this?
  17. If you tell me what's different in your version, I'd definitely be willing to check it out :)
  18. Hey mate, Nice mission, I've been looking for a mission like this! Maybe this question has already been answered. Is it possible to release a version without CAF Aggressors? If you're using ALiVE for spawns, can I edit the mission (for private use only of course) and simply take out CAF spawns and replace them with spawns from another mod (like MEC)?
  19. So yeah we tested the shit out of the new version of your script with JIPs, all working absolutely perfectly. Had no problems at all in a live Op either. Thanks very much for that.
  20. Hi there! I am attempting to make a PvP 'Push' type game-mode, where Blufor must take a series of zones/objectives (one at a time) from Redfor. So Blufor are slowly pushing their way to an end objective, and Redfor are defending each objective. It's designed for lower numbers. Anyway, I want to allow respawning, but only under one of these conditions (I'll only use one of these conditions in the mission, not both): 1. Anyone who is dead will respawn when an objective is completed. So when Blufor capture a zone and the objective completion is triggered, any Blufor or Redfor soldiers who were killed will respawn at a marker. 2. Anyone who is dead will respawn after a set global timer has counted down. The timer will reset when it reaches 0. Anyone who dies (even 1 second before the timer reaches 0) will respawn on a marker. It's basically the respawn system Red Orchestra employs, where you respawn in reinforcement 'waves' after a timer reaches 0, but no sooner. I don't even know where to get started with either of these, so any help or documents I can read would be greatly appreciated. Cheers, Phant
  21. Ahh okay I see what it is for then. Yes it does mute radio, but it doesn't mute direct communication. This is fine if this is what it is intended to do. It is working correctly for me then! Yeah sounds good. I would be happy to test out any amendments to your script. I will shoot a PM to you. And thanks again for creating SRS, it's currently a valuable asset to my group's Operations.
  22. Yeah, quite easily but manually, you can remove the button from the 'unconscious' interface entirely, through SRS > GUI > fn_button.sqf. You want to remove the quoted part below ONLY, from fn_button.sqf. Else you could just simply open up SRS > Functions > fn_suicide.sqf. I am not sure you can delete the file as it is called from other scripts but you can just delete the contents of the file and save it, then the suicide option won't do anything.
  23. Hi there, Script is pretty cool, just have 2 major issues with it. Other than these, it pulls off more than any other revive script I've used, and the customisation is fantastic. 1. TFAR is definitely not muted when a unit is unconscious. I am able to have conversations both ways with people in the unconscious state with TFAR mod enabled. 2. JIP is not working at all. If all players load in at mission start, there is no problem with the script loading. If players load in after the mission starts, SRS only half loads on that client, so they are unable to revive, or be revived. So the script seems to load at least some function because the players go into the unconscious state and are awaiting to be revived. However, no players, even with medikits and FAKs equipped, have the function to revive the downed player. So it's like only half of the script loads? Regardless, it is definitely JIP that is causing this issue, from our extensive testing. EDIT: I did some further testing on this with the Debug enabled. It looks like the JIPs are the ones who CANNOT BE REVIVED. They can revive other people, but nobody can revive a JIP that the script doesn't load properly on. Looking at the SRS Debug, it can be seen that those who the script fails to load properly on, load in as an 'AI' name. E.g. if I were to load into a mission JIP, the script would run on the unit 'Price' (instead of Phant). About 5 seconds later, I'll be assigned my actual name Phant (instead of the placeholder name 'Price') and thus the script will have not loaded on me at all. Upon using reset SRS I can revive other players, but nobody can revive me. If I rejoin and the script detects me as Phant straight away (instead of the placeholder 'Price') then there is no problems with the script. It is only when the server is slow in detecting a player, the script will run anyway. I think the script just needs JIP wait code chucked in so it waits when a player joins that they fully load and initialise, but I am not sure which file to put it in. Resetting SRS does not fix the issue, but rejoining the server does. Let me know if you need more info on the above cases.
  24. phant

    ASR AI 3

    I think I understand then. In the case that I do want to reclassify unit levels to my liking, can you talk me through how to tweak that? I am sure I will do it wrong.
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