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Found 36 results

  1. And are computed from initial set value of 0.1 on all initArray = []; diag_log "-----------------------------------------------------"; _skillTypesArray = [ "aimingAccuracy", "aimingShake", "aimingSpeed", "endurance", "spotDistance", "spotTime", "courage", "reloadSpeed", "commanding", "general"]; _myAI = cursorTarget; { initArray pushBack (_myAI skillFinal _x); diag_log format ["%1: %2",_x,(initArray select _forEachIndex)]; } forEach _skillTypesArray; diag_log "-----------------------------------------------------"; Output of the snippet: "-----------------------------------------------------" "aimingAccuracy: 0.1" "aimingShake: 0.1" "aimingSpeed: 0.59" "endurance: 0.18" "spotDistance: 0.236" "spotTime: 0.126" "courage: 0.18" "reloadSpeed: 0.18" "commanding: 0.18" "general: 0.18" "-----------------------------------------------------"
  2. shabaz_draey@windowslive.com

    Trigger Help

    So I have a mission where I'm bluefor, naturally Independent is friendly and opfor enemy, how do I make a trigger where when I make an indifor hostage into my group, the indifor forces instantly become my enemy?
  3. Hello, I just would like for my AI diver group, to disembark underwater from their SDV. But for strange reason, they go to shore before disembark... I have tried everything that I found, but all failed... I have tested all ways like "{action eject}, unassignVehicle, etc..." but the AI units get in imediately after getting out at the waypoint... I definitely need an expert... Thanks and regards. PS: I'm looking to get all of the team out from the SDV and not only three members of four. (Without the driver.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here you can find my test senario (3D editor): https://mega.nz/#!Iw430RZR!8GYXgYIELpFyDkFWyawylLlhmu-s_NsSVlhwxS5L0_A The goal is to make that the AI diver group, disembark at the "GET OUT" waypoint, and continue by swimming to the last waypoint. Thank again.
  4. Hey guys, The Question is if it is possible to get a list of objects shown in vehicles radar? The reason is that I am working on some little FSM scripts to enhance A.I. shooting from vehicles. Until now I have a zu-39 tigris with this "Tigris Flak Conversion Script". The vanilla ai begins to shoot only if the directly attacking plane (a10) has passed the tigris. My FSM script enhanced that behavior and now tigris begins to shoot if A-10 is about 1.000 m away. Maybe I can optimize it some more. Why I need that radar objects? I want the tigris to target and shoot the A-10 only if it appears on the radar of tigris.
  5. If you set a group of Assault boats to move to a waypoint, it works fine.... UNLESS their behaviour is set to 'careless'. If it's set to careless, they either move very very slowly, or not at all. This is on Windows 10, 64-bit, latest version of normal-branch Arma (Eden-update), as of 19/02/2016.
  6. Using the 'drop cargo' waypoint, an AI helicopter carrying a vehicle takes a very long time to descend and release its cargo, even in very open fields. It will slow down, approach the landing site, then suddenly veer off at speed, circle the area a few times, and try again. This can repeat for many times before the cargo is finally dropped. I'm using version: 1.56.134627, on the main branch, Windows 10. Here is a link to an example mission: https://drive.google.com/file/d/0ByElbgVZoI3SYVJmWEF2RnpqNlU/view?usp=sharing (The Hurons carrying the Hunters demonstrate this behaviour. The Slammer is being dropped using some code.)
  7. I make missions for my small group of friends. We have this one guy who really likes flying helos, so I made a mission where he can fly around and give us CAS, then refuel/restock ammo and stuff. The thing is.. Every single enemy on the whole map turn their gun upward and fire at the helo, making it impossible to stay in the air for more than a couple of minutes. And it also lags the shit out of the server. So I was thinking.. Is it possible to make the enemy AI stop firing at the helo but not take away all the realism? Like, they only fire at the helo if it is, say 50 meter away? Or worst case, just fire at the pilot if he exits the helo? Anyone care to help? Im no scripting expert, I mostly just use pretty basic scripting.
  8. Hi all, earlier somebody asked about a "Firing Drill" for AI to shoot at a target/area. I also noticed several other people over time have asked about this and got little response. I've created this simple to use script to allow the above, it could also be used to make ambient shots at a target or for a cinematic if you needed something specific. WHAT YOU NEED - A game logic named "nofireobject" - A named Target to shoot at -WH_Firing_Drill.sqf http://puu.sh/mUJyf/a02e876d1a.txt (Also below in spoiler) HOW TO USE // Place into INIT field of unit you want to use the script with.null = [this,TARGETNAME,timebetweentriggerpull,#OFBULLETSTOSHOOT,waittimeafterallroundsfired]; EXAMPLES:null = [this,TARG1,0.5,6,15] execVM "WH_Firing_drill.sqf";-- Unit fires at TARG1 every 0.5 seconds, unit fires 6 shots and waits 15 seconds to repeat after the 6 shots were fired.null = [this,TARG2,3,2,6] execVM "WH_Firing_drill.sqf";-- Unit fires at TARG2 every 0.3 seconds, unit fires 2 shots and waits 6 seconds to repeat after the 2 shots were fired.null = [this,TARG1,2.5,30,10] execVM "WH_Firing_drill.sqf";-- Unit fires at TARG1 every 2.5 seconds, unit fires 30 shots and waits 10 seconds to repeat after the 30 shots were fired. TO DO:- Allow complete end of script, so unit no longer shoots at targets. - Ability to choose what weapon type to shoot instead of just what is currently held. [iE Missiles or Miniguns in a Pawnee] [Or a mixture?] ISSUES: - After firing loop, AI looks around for other threats
  9. cosmic10r

    AI discussion [Any Branch]

    I started muddying the water in dev branch ai discussion thread and it was getting confusing. So this thread is for General Ai discussion on any branch. As KeyCat requested please post -Build # -AI settings -relevant AI mods active I just want to thank Greenfist for the continued mission development. It has been extremely fun using it to test the various aspects of the AI. The long term goal would be to help narrow down some desired changes to AI through testing. In any case... These two videos display some of the differences we are talking about... So the main thing I'm looking at now is trying to take the two scenarios and narrow down what i modified ages ago in the settings and then get that working. I would love to see the first video reaction for a silenced shot and say a slightly less "uber human" reaction to non silenced shots. ======================================================================== This Video uses a modified AceAi .pbo ======================================================================== This Video uses default vanilla Arma.
  10. I'm making a mission about Polish police where you need to chase criminals. I've placed Surrender Module so after some time of chasing, criminals stopping their cars, getting out them and surrendering. That's a perfect moment for mission to end. How to make a trigger that activates by their surrendering? Thanks!
  11. BohemiaBeck

    Idea for a DLC

    This post moved to the addon request thread at: https://forums.bistudio.com/topic/139977-arma-3-addon-request-thread/page-118
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