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Showing results for tags 'ai behavior'.
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So I'm new to the Arma III editor and I'm wondering what script would I use to despawn AI after it completes a waypoint? The context is that I want a helicopter to perform a set of tasks, but then have its final waypoint move far out of view, despawning completely after reaching that far-out move waypoint. If anyone is able to answer this it would help tremendously!
flyingmadpakke posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGI'm making a mission in which you control the camera of the MQ-4A-Greyhawk drone. It's flying at about 1000m altitude above an enemy base. You are supposed to identify a certain target and call a strike. The problem is the AI keeps spotting the drone, but I don't want them to do that. So what can I do to change that? I have tried editing with the advanced Eden mod, but I don't think it has the needed features. Ty :) Edit: more details on the symptoms (idk, maybe it's important). When the drone arrives you can see two patrols and some stationary dudes (more arrive by truck later). After some time they start looking up into the air in the direction of the drone (This is what I interpret as them spotting the drone). A little while later they break patrol and crouch/go prone while still looking in the direction of the drone, but From what I can tell, they never shoot at it though.
Need a little help on this. I am attempt in making an Old Mission from OFP days. It's a POW Prison Break. I have the most of the patrol guards using the safe behavior and limited speed for the most part it works ok if the pow's are Spot It then the guards will open fire but if not they will continue on the pathway of not react even if a gunshot is pretty close to them. Is there a way set witch the behaviors using a command line to switch from safe to aware if it gunshot is heard with an x amount of meters from them regardless if they have a line of sight of the POW. At times it looks really stupid if a gun shoots next them and they do not react.