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Found 35 results

  1. Hello, I am trying to figure out how to keep an AI controlled SUV to sit still until a specific AI unit enters that vehicle. So far I haven't gotten it to work, nor could I find anything to help online with something this specific. Hopefully someone has the solution. Thanks
  2. After all the updates to Arma 3, why is the 'Destroy' waypoint still NOT functioning? Example: in the editor, I positioned an aircraft about 15 km away from a military building (a cargo outpost). My first waypoint for the aircraft is to fly in the direction of the target, my second waypoint for it is a DESTROY waypoint right on (i.e. you can see the circular cursor show its little arrows inwards at the building label) the target. Plane (an A-164 with bombs and missiles) flies in and does NOTHING. I haven't seen this work for ages and many people OVER THE YEARS have complained. I know that everyone will say 'you have to write a script.' That's NOT what my complaint is about. It's about Bohemia's incapability to make an evident feature that we should be able to use in the Eden Editor actually work.
  3. So, there's not a single source of information on the internet that can help me understand the "FOLLOW" waypoint. As far as I'm concerned, it's absolutely useless. I've tried using it with infantry/vehicles, and it just doesn't do shit. Does anybody have a single clue as to what I'm suppose to do with it? Here's what I'm doing as a simple example: 1. Create Squad 1, and Squad 2. 2. Create a "MOVE" waypoint 300 meters forward for Squad 1. 3. Create a "FOLLOW" waypoint for Squad 2, and snap it to Squad 1. Result: Squad 1 moves. Squad 2 stands and does absolutely nothing. You can do this with vehicles aswell, and it's the same shit. I'm obviously frustrated.
  4. So I have a mission where everything is just how I want it to be where you make your way across the map to a small town to regroup with friendly US forces. I also have a waypoint set up with join/join and lead which lets you lead the group you rendezvous with. After that, I want the mission to end. I gave the waypoint a timer in it so this doesn't happen instantly. Is there anything I can put in the init line of the waypoint to make the mission end? Due to some cycle waypoints and such, another trigger wouldn't work for this.
  5. Is there a way I can spawn enemy jets when flying over a trigger and also have them marked automatically with waypoint that keeps track of them and have them chase the player instead of fleeing. Thanks in advance.
  6. Hi guys, this is my first post here. First off, I have tried looking around for this but haven't found anything helpful. Now, for my problem: In a Takistan mission I'm working on, you are in a special team sent to investigate a few things in a small town, and move to the location of the Map and Photo Evidence. From here you go further up a road where a waypoint activates, telling OPFOR AIs to get in a truck and drive off. This is done via a few holds and a switch waypoint, and I have no problem with. When this happens, a DESTROY way-point is supposed to pop up on the truck then and only then. However, from the mission start, only the DESTROY waypoint is visible. It is overriding the MOVE way-point I have set up and has seemingly no context. I tried fixing this by adding another trigger on a road you walk through near the truck and having that synchronized to the destroy waypoint, but that does nothing. Anyone have anything to help?
  7. Hello there :), how can i include a waypoint or a "side-marker" which i set during the mission in a script please? I'd like to send my group to a waypoint i choose after mission start and send another group to the same point over a script/trigger. I tried to "find" the waypoint with "waypoints group" but only waypoints set in the editor are shown like this i guess. How can i do this? Sorry for bad english and thank you very much :)
  8. I need help with a few basic things. First, I have a set of 6 AI marksmen set to spawn in a Pawnee helicopter that is controlled by me. I want them to get out of the helicopter one by one at certain zones. For example: AI#1 would get dropped off on top of a hill, AI#2 would get dropped off at the bottom of a crane, etc. I also want to be able to pick up different AI at a few of those drop off locations. This missions purpose is to help with landing and taking off at different locations with a live crew. Next, I need to put writing on a few signs as distance markers. I also have a couple rules, tips and challenges I want written out on a blackboard or sign as well. I looked at a few forums but they were pretty outdated and I was hoping to find the answer here. Almost done, I was playing a scenario that had a laptop at the spawn area that allowed the player to reset the dead AI and markings on the targets. I'd appreciate it if someone could point in the right direction with how to get that done. And lastly, I downloaded another scenario that tracks a bullets path and where it hits a target and I was wondering if that were possible to do somewhat simply. If not I am willing to learn it from a video or whoever can help me. If you'd be willing to get into closer contact so we can speed up the process I'd really appreciate it. I've been working on a few projects and these are the things I've been putting off the most so I hope someone can help me. :) Thanks for the read and have a great day!
  9. Hello, I am modifying curator interface, and I've run into a problem with AI following waypoints. The curator interface has only friendly units editable. Enemy units are rendered through my script separatedly so they can't be manipulated. To reinvent the functionality of "right-pressing" the enemy units with mouse to attack them, I am using CuratorWaypointPlaced event handler. I tried to modify waypoint passed from event handler, I tried to create new one and set it to waypointType "DESTROY" and delete the passed one. And I tried to set the one event handler gave me. AI just refuses to behave correctly as in vanilla zeus interface What am I trying to do: - Recreate the RMB behaviour in curator interface - Make AI move to and attack units at "DESTROY" waypoint What is actually happening: [when waypoint is attached to enemy] AI just stands on place nothing is happening, except the AI seems to guard more the direction to it's waypoint attached waypoints are offset to units they are attached to even several meters. (the position is different) sometimes attachWaypointVehicle attaches waypoint to nearby objects instead to enemy unit (but waypointAttachedVehicle still returns enemy unit) [when waypoint is spatial on ground] AI moves to position, sometimes attacking the enemy usually doing weird sh** on the way. when friendly units are too close to waypoint, unit may start killing nearby friendly units (nearby to waypoint) instead of enemy sometimes the waypoint survives for about 5 seconds before disappearing (maybe false completion?) when forced waypoint position by setWaypointPosition to position identical to enemy unit, sometimes the waypoint refuses and jumps to a nearby position What vanilla zeus does when creating a waypoint: Type: "DESTROY" Behaviour: "COMBAT" Position: under interface cursor it doesn't attach the waypoint to units, only sets position, type and behaviour. When I do the exact same, my AI's refuses to work properly (identical to vanilla zeus) //Event Hadler: When zeus places a waypoint (context: added when pressed RMB while hovering over an enemy unit - attack order) eh_waypointModifier = zeusModule addEventHandler ["CuratorWaypointPlaced", { params ["","_group","_waypointID"]; //Waypoint created by curator interface _wp = [_group,_waypointID]; //Waypoint array _group reveal cw_var_unitToAttack; //Revealing the enemy to ordered group (not helping) _wp setWaypointType "DESTROY"; //Sets the waypoint as "DESTROY" so AI would know it is going to attack something (Curator interface does the same) //AI usually moves towards the target, sometimes it does nothing. But it won't attack the enemy. //** Method 1 ** _wp setWaypointBehaviour "COMBAT"; //Makes the AI move towards the waypoint more reliably (Curator interface does the same) //AI moves towards the target tacticaly, it sometimes even engages against the enemy. //** Method 2 ** _wp setWaypointPosition [(position cw_var_unitToAttack),0]; //Sets the position of the waypoint so spatial DESTROY can find it's actual target more easily - does quite the opposite //AI usually stays on position //** Method 3 ** //Variable 'sys_unitToAttack' set by logic calling this EH _wp waypointAttachVehicle sys_unitToAttack; //Attaches the waypoint to the enemy unit - actually attaches the waypoint several meters away from unit, sometimes to different object (waypointAttachedVehicle still returns sys_unitToAttack) //AI usually moves towards the target, but won't attack //** Method 4 ** deleteWaypoint _wp; //Removes the waypoint created by curator interface _wp = _group addWaypoint [position sys_unitToAttack, 0]; //Creates a whole new waypoint on enemy's position _group setCurrentWaypoint _wp; //Sets the new waypoint as current so AI can't be confused which waypoint to use //AI just stands on place doing nothing. zeusModule removeEventHandler ["CuratorWaypointPlaced",eh_waypointModifier]; //Not needed anymore sys_unitToAttack = nil; //Not needed anymore }]; I've spend at least 7 hours figuring this nonsense out and trying several AI hacks. I want to have my scenario addon-free, just working with vanilla, so any mods are not usable to me. Only scripting hacks. This is not really a request for help. It is a request for someone from dev-team to give me some insight on how zeus waypoints works so I can successfuly and reliably replicate. Thx.
  10. Hello everyone I'm trying to create a mission where vehicles are constantly driving in the area of the players. I've accomplished it by creating a random vehicle min. 1000m and max. 2000m away from the player. This vehicle then gets a random waypoint somewhere on the map, but this means that they can drive away from the player and they won't even see it making it useless. So is there a way i can make it so the random waypoint will always be sorta crossing the player? (The player just has too hear/see it) If anyone has an idea how i could make this that would be great! Here's a little illustration if my explanation was too vague.
  11. I'm porting a mission from Arma 2 and have encountered an unusual problem. Player starts as cargo in an AI Humvee, but the vehicle does not move to its waypoint at the start, unless you get out and get back in again. I can't for the life of me figure it out. Vehicle is placed on the map in Eden with waypoints; it's a simple setup but something is obviously not right. I tried adding some waitUntil checks, but no dice. The game seems satisfied the player is in the vehicle but won't start moving unless the player gets out and in again. I tried setVelocity, engineon, the usual tricks to try and give him a shove, but same result. Vehicle spawns in with the player in there with his two squad mates but won't budge until I select get out and get back in, at which point it's fine. Works okay in ArmA 2.
  12. Hi all, I'm trying to do something simple in the editor. - Have a drone fly to a point indicated by a waypoint - Once it arrives at the waypoint, have it drop leaflets. I know this is done by using the fire command. I would like to use something like this fire "Bomb_Leaflets"; in the "on activation" call for a waypoint, so that I don't have to have a variable name for each one of the drones I launch ( Would be nice to be able to put this functionality into a script that I can use repeatedly). The problem is that this obviously isn't working, and upon checking the name of the object with hint format ["waypoint completed, this is: %1, this name is %2", this, name this]; The result is either, with no variable name given to the object, "this is R Alpha 1-1:1" or if I give a variable name to the drone it attaches a capital D to the end of the variable name, as in: "this is {variable name of the drone}D". The name of the drone each time (name this) prints out as "Jeremy Wilson". Any help is appreciated, and sorry if this is a very basic thing, but I cannot find the answers to this for the life of me.
  13. Really don't know why I'm struggling with this; i've done it plenty of times before. _wayPoint_Alpha_wp3 setWaypointStatements ["true", " (units group_mainyu1) orderGetIn false; {unassignVehicle _x;} forEach (units group_mainyu1); qrf1Dismounted = true; {commandStop _x;} forEach (units group_mainyu1); {_x disabeAI ""FSM"";} forEach (units group_mainyu1); " ]; I'm just trying to disable certain AI aspects when a group dismounts from a vehicle. I keep getting error messages "missing ;" regarding the following line: {_x disabeAI ""FSM"";} forEach (units group_mainyu1); Usually this happens because I've used the wrong thing when referring to the string. I.e. i put "thing" instead of ""thing"" or 'thing'. Truthfully I don't 100% understand when to use "" or ' within an existing string, but usually i just try one or the other until it works. Might be useful if someone could explain to me what the rules actually are. Cheers, Law
  14. Hello everybody! I tried to find information, but did not find it :( How to force the AI-units make the deployment of mines, for example on the current waypoint ? I would like the enemy AI, to place mines at the specific/random points of the map. In this case, the direction of deployment is important, since such mines as SLAM, Claymore, Mine Dispenser are requires a certain deployment direction. Thanks for help!
  15. I made Mission with an Ifrit Vehicle and gave the Vehicle just 2 Waypoints, the last with a repeat Function - after reaching the 1st Waypoint, the Vehicle dont move and seems like stuck Then i tested it with other Vehicle, and all Vehicle are moving to the given 2nd Waypoint - its only the Ifrit Vehicle (HMG, GMG and all other Variants have the same Bug)
  16. We run a milsim unit and have a problem that so far, we have been unable to resolve. We want the ground players to have Waypoints disabled, which we can achieve via the Difficulty Setting. However, we want Pilots to be able to use waypoints. Is anyone aware of a MOD or Setting that would make this accomplish-able? I have been searching the modding websites endlessly to no avail. I would prefer to avoid loop scripts that disable/re enable every second. Always cautious of loops impacts on performance when you have ~20-40 players on a server. Thank you
  17. 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!
  18. Hello, I have a vehicle with an IED attached to it and a move waypoint set on top of another vehicle, which isn't moving in this case. The waypoint's activation is "bomb1 setDamage 1;" My problem is when the suicide vehicle is almost at the waypoint, it slows down almost to a stop before exploding, and doesn't even get to the center of the waypoint, instead it explodes like 2 meters away from the target. I want it to ram full force, is that possible? I even tried "this ForceSpeed 100;" but it still slows down. Suicide Driver has these lines: this setBehaviour "CARELESS"; this disableAI "FSM"; this disableAI "SUPPRESSION"; this disableAI "AUTOCOMBAT"; this disableAI "CHECKVISIBLE"; And is also set to CARELESS
  19. Hey everyone, first time poster. How can I make an AI play an animation when he gets to a waypoint. Then, have him move to the next waypoint after a set amount of time and play a different animation. Scenario: A medic runs up to one dead body, plays the healing animation for 30 seconds, then moves to another body and plays another healing animation for 30 seconds, and so on. I haven't done mission editing in a loooong time and I never did much with scripting. Right now, I can get the AI to play the animation when the mission starts... and that's it, haha. Any help with this, or guidance in the right directions to tutorials (I've watched a ton that never hit this actual scenario), would be amazing. Thanks!
  20. Hello chaps, I'd like to use one waypoint for several civilian vehicles. Can you tell me how to that? Thanks
  21. Hi everybody, I'm trying to spawn a vehicle with crew via script and add one or more waypoionts to it. eerything works fine if the spawnd unit is an infantry group. But if the group contains a vehicle it dosen't work. After searching the net for a solution I found dozends of topics bout it. But they all didn't help me with my problem. Here is the script I use: --------------------------------------------------------------------------------------------------------------------------- if(!isServer)exitWith{}; G001 = createGroup east; _veh = createVehicle ["CUP_O_BMP_HQ_RU",getMarkerPos "X1",[],0,"NONE"]; [ _veh, [ ["CUP_O_RU_Soldier_VDV_EMR","driver"] ] ] call BIS_fnc_initVehicleCrew; WP001 = G001 addWaypoint [getMarkerPos "X1a", 0]; WP001 setWaypointType "MOVE"; WP001 setWaypointSpeed "LIMITED"; WP001 setWaypointBehaviour "SAFE"; ------------------------------------------------------------------------------------------------------------------------------ The vehicle spawns after I have activated the script, but the unit doesen't care about the waypoint. I'm pretty shure I have forgotten something, but I really don't know what. Maybe one of you can help me with that. Thanks for helping me Greetz Joa
  22. Hey, guys. So I made this mission for my group. we start at an Airfield, the team is divided in two groups. After assembly each group heads for a predetermined heliport, then two UH-60s come and take us away... The set up is pretty simple, inside the heliport there's a trigger which is synched to the UH-60's waypoint (so it doesn't come too early), the next UH-60's waypoint is a LOAD waypoint, syched to a GET IN waypoint of the infantry team, then the chopper move's on to its next waypoints once the team in inside. I tested with bots and it works flawlessly. The thing is... I HOSTED the mission in multiplayer mode with a friend of mine and something isn't working... Here's what happens: Situation 1: I am ALPHA team, my friend is BRAVO team Development: Both choppers approach the heliports ALPHA chopper lands, waint until ALPHA team embarks, then moves on. BRAVO chopper approches its heliport, then do a sudden turn and moves on without landing Then we traded teams (thinking the problem was BRAVO's chopper waypoints. This is what happened: Situation 2: I am BRAVO team, my friend is ALPHA team Development: Both chopper approach the heliports BRAVO chopper lands, waint until BRAVO team embarks, then moves on. ALPHA chopper approches its heliport, then do a sudden turn and moves on without landing The problems appears to have something to do with the HOST (me) and it's not related to any problem in the waypoints, since it worked in both helicopters, except it only works when I (HOST) am the it is supposed to pick up. The other chopper completely ignores the other team. I can't seem to think what could be causing it, can you guys help me? Thanks!
  23. I am going to start off and say I've been trying to troubleshoot this code for several hours. Basically I have a market set up and I want a lot of AI to walk to different points of interest. Right now I have several flagpoles set up with variable names set as "POI_1" to "POI_15". The Code: _pois = [POI_1,POI_2,POI_3,POI_4,POI_5,POI_6,POI_7,POI_8,POI_9,POI_10,POI_11,POI_12,POI_13,POI_14,POI_15]; _rtime = 5; // random time for completion of waypoint _spd = (random (2))+1; // decude whether to walk to sprint _wpradius = 0; // waypoint radius _wp = (group (_this select 0)) addWaypoint [getPos (_pois select (random (count _pois))), _wpradius]; // create waypoint _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "BLUE"; _wp setWaypointCompletionRadius 3; _wp setWaypointForceBehaviour true; // _wp setWaypointPosition // _wp setWaypointScript if (_spd==1) then { _wp setWaypointSpeed "NORMAL"} else { _wp setWaypointSpeed "LIMITED"}; _wp setWaypointStatements ["true","_null = [this]execVM('ai_behavior.sqf');"]; _wp setWaypointTimeout [1, _rtime/2, _rtime]; _wp setWaypointType "MOVE"; Additionally, this is set up in the init box of the AI: _null = [this]execVM('ai_behavior.sqf'); And the problem is that this script works absolutely perfectly when there is one AI. I can set it to fast-forward and let it run for a very long time and the AI will walk to different flagpoles either walking or jogging to each, and the script will never hang up. The problem stems from having multiple AI. Then I get errors saying the following: '...ius = 0; _wp = (group (_this select 0)) |#|addWaypoint [getPos (_pois select (random (count _pois))), _wpradius]; Error 0 elements provided, 3 expected File C:\Users\****\Documents\Arma 3 - Other Profiles\Giraffe%20PVT%2e\missions\black_market.pja305\ai_behavior.sqf, line 38 Ignore the fact that is says line 38 - I have a lot of comments at the top of the script. This is for a multiplayer mission. Thanks for reading. EDIT: Oh yeah, and this isn't for a "life" server. (I know that carries a negative stigma for many people.) It's for a new PvP gamemode I am working on. EDIT2: CORRECTED CODE
  24. Hello, I have a problem with the AI helicopter after paradrop. The helicopter stop following his waypoints after the paradrop. It just stay in hovering flight. I would like to make the helicopter follow his waypoints again after paradroping.... Here is the command that I've put in the "On Activation" field of the helicopter drop waypoint: paratroopers leaveVehicle heli; {_x action ["Eject", vehicle _x];} forEach units paratroopers; I d'ont see what other command line(s) I should use. I defeinitely need an expert. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here is my test senario (3D editor): https://mega.nz/#!FgAn3Rqa!2MR4nIZOQGo2l92l2l0nbHKg8Ar20hm6_r1uW06v1UI GOAL: the helicopter must land at Camp Rogain after paradrop. Thanks and regards. PS: the problem does not happen when the player is the paratroop team leader.
  25. Hi. In my mission my AI has to move and invade an airfield. But it just sits somewhere 500m away from it sniping and generally moves really careful, our LAV does not move in but rather stay out and snipe enemies from there which i do not want. Anything i can do?