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Found 3 results

  1. Download: MIL_SleepingAI - Dropbox/Armaholic Demo SP Mission - Dropbox Description: Uses beds and other user-defined objects to have AI start a mission sleeping on them. AI can then be left asleep or woken up on command. Features: - SP/MP - Predefined support for: - Vanilla sleeping bags. - Vanilla sleeping mats. - Vanilla shooting mats. - LoW stretchers. - The vanilla bed. - Ability to define other objects as beds. To use: - Copy the folder MIL_sleepingAI to your mission folder. - Place a sleeping bag, mat, bed or other custom object into the mission. - Position a unit near their required bed. They must be within 5m of the object to work. - Run this command where the unit is local before the mission starts (e.g. initServer.sqf if created on the server, or init.sqf for SP): nul = [_units,_otherBeds] execVM "MIL_SleepingAI\initSleepingAI.sqf"; _units - array - list of objects to start asleep. _otherBeds - array (embedded) - optional. Default - []. - list of other object classnames ,their [x,y,z] offsets and direction adjustments (solution to units laying perpendicular to objects). - offset and angle adjustment MUST be defined, and should be tested and adjusted for best positioning of AI. Examples: nul = [units group1] execVM "MIL_SleepingAI\initSleepingAI.sqf"; _otherBeds = [ ["Land_Stretcher_01_F",[0,0,0],0], //AI will be at 0 degrees to object's "north axis" ["Land_WoodenTable_large_F",[0,0,0],90] //AI will be at 90 degrees to object's "north axis" ]; nul = [units group1,_otherBeds] execVM "MIL_SleepingAI\initSleepingAI.sqf"; - To wake the AI up, run this command: nul = [_unit,_pos,_enableMoving] spawn MIL_fnc_WakeUp; _unit - object - name given to the sleeping unit. _pos - string - stance that the unit is to be in, example: - "Up", "Middle", "Down", "NotProne" (uses either "Up" or "Middle"), "Auto" (normally the default AI setting). - optional. Default - "Auto" _enableMoving - boolean - allow AI to move from bed once woken up. - optional. Default - false. - NOTE - to get AI moving at a later stage, use: - _unit enableAI "PATH" Examples: nul = [unit1] spawn MIL_fnc_WakeUp; //setUnitPos "Auto" is used. {nul = [_x,"NotProne"] spawn MIL_fnc_WakeUp;} forEach (units group1); nul = [unit2,"Auto",true] spawn MIL_fnc_WakeUp; Media: Demo (38s): If anyone finds any problems please let me know. Thank you. Change log:
  2. badpr1m3r

    [SP] The Wake

    Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1133588778
  3. dystopian

    The Wake [SP]

    A thermonuclear warhead detonated and killed over two hundred thousand people. Then the Chinese launched an invasion after bombarding the area with chemical gases. The gas was scientifically designed to hijack the human psyche and cause extreme outbursts of aggression or rage. To divide the populace against one another. Little did we know zombies could be real after all... --------------------------------------------------------POST APOCALYPTIC SURVIVAL HORROR---------------------------------------------------------A lot of mods I know but I promise you this is one of the greatest missions you never played. Planning on making a campaign more to come! Workshop link with further information regarding mods and links: http://steamcommunity.com/sharedfiles/filedetails/?id=1133588778
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