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Found 9 results

  1. AreJayEm

    AI Dismount problem

    If I've created a vehicle capable of carrying a squad/team (Ghost Hawk, Marid, etc.), and the player character is one of the vehicle crew, how do I command the mounted AI squad to dismount at a location I've driven/flown to? Do I have to do this with a waypoint and drop them at a pre-defined spot, or is there a way I can drop them off at any location on the map depending on the requirements of a developing situation? Thanks in advance.
  2. Hello everyone, I've been thinking about implementing some sort of AI radio chatter based on AI generated voices (for my future maps). I'm fairly new to ARMA scripting but so far I've found it pretty interesting. My plan is to convert some text to voice via any of the numerous voice AI generators available, and then to use it with the Conversations system/framework to give indications or to notify the player about some scripted events, for example. I prefer this alternative to recording my own voice since I'm not the most expressive human being 🙂 and my microphone is not the best. So far I've found an easy YouTube tutorial for creating a basic conversation between AIs, but only for natural voice (with no radio effect). My only issue is that I have no idea how to implement the radio chatter effect. I haven't yet found an AI voice generator which also applies specific effects to the generated voice. Does arma provide any tool for applying this effect or do I have to manually edit the natural voice, in Audacity for example? Also, is it mandatory to have an actor in order to "emit" a voice/radio chat?
  3. So im literally just building an editor and or saved mission to house as many functions that the editor can handle. The point especially being simple for simple sake. Attempting to tackle an issue that is often requested but with little answers I figured I would give it a shot. Im at an impasse simply because there is a definition all throughout the BI WIki that cannot be searched and is not defined. Muzzle. WTH is muzzle when attached to a grenade? I have no idea what was going through the programmers mind when he declared muzzle therefor without being a mind reader neither can I. I cant find any real detailed info for it im just making guesses. I can put this in a trigger and if my named unit has a regular white smoke this actually functions in ARMA 3. [dumbGuy,"SmokeShellMuzzle"] call BIS_fnc_fire; hint "it activated"; There is an example right on the [fire] wiki page at the bottom that uses "SmokeShellGreenMuzzle", well go figure if I equip the test ai with a green smoke, it will not work. So then this got further confusing as I can go into arma 2 classnames and they were nice enough to list the muzzles on that page giving me I assume some basic insight to what the programmers mean when they say muzzle. Seems like its some launching position for the projectile or type of system for launching. I have attempted to run BIS_fnc_fire, fire, forceweaponfire. and nothing works. Basically anything suggested on previous threads, examples in the wiki, and examples in the forums appear to all be non functional anymore *(with coloured smokes). It appears that you need to "fake this" and upon a condition you need to create and pop a smoke near the AI? If anyone has any details on this subject matter especially the muzzle, that would be great if not oh well. Thanks.
  4. Hiya! So I'm a player on a server a good friend of mine runs for our Unit and out of all the issues we have run into, the only one that persists is some roaming AI, as well as their vehicles sometimes, are invincible. This issue started with only a couple AI being Invincible but has increased significantly over-time to where you'll encounter 3-4 invincible AI groups and/or vehicles in a single 6-hour window. Server run-time does not seem to affect anything as there has been invincible AI directly after server restart. If anyone has a fix for this or is willing to help, please let me know what's needed!
  5. I've tried several scripts around the net and thus far none of them seem to worked correctly (or I'm doing it wrong). Basically, I'm looking for something that will report when a NPC kills a player and reports it to chat. Preferably with the grid number. I've tried different handlers to no avail. ie. "Nighthawk was killed by BMP-3" Me and a friend are working on a highly modified Escape from Chernarus mission for our small group. We're really looking at having this for the sake of communication with some of our younger players. Thanks a bunch!
  6. My two current projects contain dozens of script references from this forum all in one place with a script description text to find what you're looking for. JET TOYS SWO Mission Control DEMO If you're an experienced script writer you probably won't learn much from the references. However you're welcome to make suggestions for improvement. Keep in mind the theme of making simple scripts that are accessible to new users and not fellow computer science majors. This forum page is WIP and will expand as the above projects progress.
  7. Hello so I have a strange issue and i don’t know how or what I did to mess this up haha. everytime a player on my server kills anything it always registers as that unit killed itself I shoot and kill a zombie... ”ZombieA killed by ZombieA a player shoots and killed me... “Player DanteMcclous Killed DanteMccloud” etc etc, I’m not sure how I managed to mess something like that up or how to even begin going about fixing it. I’ve been looking all around and can’t find any information. Has anyone else encountered this or know how to fix it? Or any suggestions on where to begin?
  8. I;ve setten up a basic sector controll gamemode with 7 sectors and 3 spawn points for AI for bouth factions. Infantry, Motorized/Mechanized and armored. Problem occures when they spawn. They dont get the waypoint to attack a sector. I have everything set uip all modules down including the Spawn AI: Sector Tactics and heres the weird part. When i test it from the Eden Editor or when im hosting the game it works fine, but when i send it to my server and set it as a mission on it, it doesnt work. I've tried changing the location of the Sector tactic module, connecting it to sectors, to spawn AI modules, leaving it as it is not connected ot anything, nut nothing. Is there a server setting that could be interfeiring with the module or is it something wrong with the mission? Thanks.
  9. Hello again. Today I'm in a situation where I want the player to move to a certain spot/trigger location where an enemy patrol (2 units, variable name patrol1) will spawn down the road a ways and follow a set of waypoints. How would I go about doing this? Again new to all of this, please be understanding!
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