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Found 11 results

  1. Hello ! To give a bit of context, I'd like to emulate the SetDriveOnPath command for infantry units in order to have them navigate inside buildings lacking path/building positions. The idea is to give an array of positions (e.g [[4680.4,6175.85,0.00143909],[4680.3,6170.7,0.00143909]]) and have the AI move in a straight line in between thanks to a switchMove. As of now, this is what I made : infantryDriveOnPath={ params ["_unit","_pathArray"]; _unit disableAI "ANIM"; _unit switchMove "Acts_SupportTeam_Front_Move"; { _direction= _unit getdir _x; while {sleep 0.5; ( _unit distance _x > 1)} do { _unit setDir _direction; } }forEach _pathArray; _unit enableAI "ALL"; _unit switchMove ""; }; The resulting behaviour is satisfying, however the setDir command causes instant rotations/twitching that are very ugly. Any ideas on how I could make smooth direction corrections ? Thanks 🙂
  2. While trying to get AI to do things in La Rochelle harbor I eventually realized that the AI can't work on the harbour section beyond the market strip. Objects fall through it when placing. A man placed on the pier properly using alt will run into the water or get stuck instead of pathing along it. I also noticed a flaw in the alignment at the end of one of the Georgetown piers.
  3. Hi all, Did some one experience AIs in group player, SP/MP Vanilla mission, can be stuck in enterable buildings? It seems to me BI did some works about AIs while player (leader) falls unconscious. With weird results as new AI leader orders some targets to the unconscious, make AI's group disembarking,... But my problem is more specific: AIs in player's group can find path inside BI buildings and barracks (ordered or not). They enter, fine, but they never get out... Ai's are stuck whatever you order: regroup or go to there... You can see that the move order is taken into account: "move" appear on command bar and the unitReady shifts to false... but after some seconds, the stuck unit(s) are back to "ready" on the command bar and unitready true, without making any attempt to get out. I hope this is clear enough. Thanks for similar experience and possible workaround.
  4. Is it possible to open a settings menu like a custom CBA one from a billboard with the hold space bar action? I have code that can open a field manual with a hold action, but I have a custom menu that allows setting view dist and sound volume, and I would like to be able to have players open it from a billboard or a laptop item. Surely I could modify the code to get this to work, but how would I get the path to a custom menu? Thanks. This is the code to open a field manual, I could possibly use this? BIS_holdActionSFX = (getArray (configFile >> "CfgSounds" >> "Orange_Action_Wheel" >> "sound")) param [0, ""]; BIS_holdActionSFX = BIS_holdActionSFX + ".wss"; BIS_holdActionProgress = { private _progressTick = _this select 4; if ((_progressTick % 2) == 0) exitwith {}; private _coef = _progressTick / 24; playSound3D [BIS_holdActionSFX, player, false, getPosASL player, 1, 0.9 + 0.2 * _coef]; }; [BIS_TV1, localize "STR_A3_Orange_Faction_IDAP_action_FM", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "(_this distance _target < 3) && (isNull (findDisplay 162))", "isNull (findDisplay 162)", {}, BIS_holdActionProgress, {BIS_TV1 say3D "Orange_Access_FM"; ["InternationalHumanitarianLaw", "Overview", findDisplay 46, localize "STR_A3_Orange_Faction_IDAP_FM_filter_LoW"] call BIS_fnc_openFieldManual}, {}, [], 0.5, nil, false] call BIS_fnc_holdActionAdd;
  5. Hi, So in order to test my code I usually make everything that can be made in the editor in a mission (I create a subfolder which will be the addon root directory instead of putting everything in the mission's root directory). My question is the following: If you have a folder that is "myaddon\stuff", in your mission, when you turn it into a mod, you have to change every single path to "\myaddon\stuff" adding a \ at the start of every path in every single file the addon contains. I do this manually or with the replacement/search tool in Notepad ++. But maybe my method is not the correct one. How do you guys do this? What am I doing wrong? Is there a faster way?
  6. Trying to get a formation of B17s to fly in a straight line at cloud level. to use as the maypole for a dog-fight. That's all I want to do. as you can imagine it has been unnecessarily difficult. Surprisingly altitude isn't the problem. I've found init scripts that effectively specify altitude, and the map isn't mountainous, so adjusting to ground isn't a problem. But every time, without fail, no matter how many AI features I disable, no matter what script, or way-point, or lack of way-point, or combat mode, or lack of combat mode, not even setting them to careless, will keep them from rolling into a massive quagmire. Spacing doesn't seem to make a difference, as they keep drifting into each other's flight lines, no matter how far apart place the formation, and once they start to drift too close, all hell breaks loose. B17s aren't very maneuverable, and ARMA AI think every plane is an F35. The formation consists of 3 squads, each in line formation, as that is the only formation the planes will follow at this size. The 3 lines are staggered 3 plane lengths apart in all directions. So long as they stay near their path, they should be nowhere near the other planes. But like I said, nothing can persuade these AI from turning into a skytrain, and then inevitably splintering apart when one of the planes jumps suddenly out of line, or worse, the formation leader bangs a hard right because he saw a 109 3 miles away. IDK how to get the 109s and Mustangs to follow the formation, I havn't even gotten that far, as getting the B17s to keep to their flight path is a prerequisite.
  7. I've built a compound that is required as part of the mission to have a narrow entrance coridoor. It's probably a little over 2m in width, maybe 2.5m - and should be perfectly navigable by an infantryman. However, the AI can't seem to make sense of how to use the route to get into the deeper pats of the compound. Is there any way of specifying a 'safe route' that AI will automatically follow? In the same sort of way that when driving the AI recognise a road and follow it in most cases. Thanks. Law
  8. I am making a new mod and I wish to load images from the PBO file, and call them with the config.cpp. This is my CfgPatches. class CfgPatches { class armastuff { units[] = {}; weapons[] = {""}; requiredAddons[] = {"A3_Characters_F","A3_Data_F", "A3_Anims_F", "A3_UI_F","A3_Map_Altis","A3_Weapons_F"}; version = "2017-02-15"; fileName = "Arma 3 Changes."; author = "Corporal Kerry"; mail = "johncartwright302@dodo.com.au"; }; }; I am confused about what path I should use to call the images. Is it \armastuff\ui\logo.paa or something else? I can never get this to work. Even though the mod icons work, with the mod.cpp. Doing something like adding new graphics to the game never works for me. Any help would be appreciated. This is the only thing I am having problems with. Thanks.
  9. Hello, I have a P3D model but I want change path to PAA files in this model, how can I do it? Is there some easy way? Second problem: I have my Units, but when I spawn then. They have all faces from ARMA3. Is there some way, how can I set only Europan faces? And Can I disable goggles, mask, etc? Thank you, Phil
  10. OO_PATHFINDING - shortest route between two positions Lastest version : 0.4 by Code34 Download from : Dropbox Download from : Armaholic Like to donate ? with Paypal GitHub : https://github.com/code34/oo_pathfinding.altis Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding a shortest path on a weighted graph (Source wikipedia) OO_PATH gives the opportunity to recover a set of positions that form a path between point A and point B. Several algorithm are avalaible to check the path.OO_PATH uses a virtual grid which replaces the map, and allows you to improve the precision on a well-defined area. The A* algorithm can use a weight function call back that permits to give weight depending of obstacles, objects, etc found on the sector. You must know that the condition of pathfinding is not optimized (it is not part of the object), that's why it takes time. Here the goal is to deliver an object ready for use for all types of use and not specifically for GPS. If you want to improve performance, precalculate prerequisites. Applications Pathfinding for units/vehicles AI improvements GPS Features GreedyBestFirst Algorithm Dijkstra Algorithm A* Algorithm, with dynamic call back weight function entrie Use a virtual Grid (OO_GRID) Licence Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Documentation Example with A* Algorithm Readme
  11. Hi, i'm facing an unknown issue : Here is my folder : \EMOGLOBINSKY\Test_building\Data\ \EMOGLOBINSKY = main user folder \Test_building = folder of the object with .p3D, config.cpp and Rvmat \Data = folder wit textures If i write texture="p\EMOGLOBINSKY\Test_building\Data\bricks_red_horizontal_b_co.paa"; It's an absolute path and my texture can be seen in Object builder. If i write texture="\EMOGLOBINSKY\Test_building\Data\bricks_red_horizontal_b_co.paa"; i don't shows up. I tried everyway to write this path and nothing worked so far... What am I doing wrong ?
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