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Found 4 results

  1. Hey community, as the title implies, I am wondering how to create a scripted "advance" order for AI. Why? When playing with an AI squad, I find that one of the most useful commands to give my team of bots is the "Advance" order by selecting the unit(s) and pressing 1, then 2 "Advance". This way the squad moves towards the next waypoint or objective in a fairly tactical manner (if in combat mode), engages on contact, covering each other. If given to a single unit, they act like a semi-competent point man. Overall, it's one of the most useful commands to put your bots on Autopilot. Now, I would like to trigger this behaviour with a script. Unfortunately, there is no simple "doAdvance" command available in the scripting command library for Arma 3. I assume the behaviour is some sort of FSM, but I have no idea where to find it. Does anybody know what is going on behind the scenes when we give the 1 - 2 "Advance" order? Is there a way to replicate it / trigger it within an .sqf? Any help appreciated. Many thanks in advance.
  2. Hello, im making a stealth mission where if my guys get detected they lose, but i want them to have a chance to kill the the ai who spotted them before he communicates to the rest of his fellow ai waht he saw, for this i tried to set the condition on my trigger Timeout for 20 sec, so that the condition of the guys being spotted by enemeis must happen for at least 20 sec before it triggers, the problem is that even if we kill the ai within a short time we are still considered spwaned. any suggestions how to make thai forget us after we killed the ai who spotted and there is no other ai around?
  3. So, here is the problem, im editing a mission on Arma 3 (EXILE) editor and faced this problem. i spawned on the editor some aircraft carriers, and destroyers with its guns well placed around the map to shoot players that go to far in te map down. So i spawned some centurions, praetorians and stuff like that with its crews. I want this to shoot anybody that comes close to the ship, but i want them to ignore the admins and, if its possible, anyone that is on their group. is there any way for me to make the bots ignore some players by the UID, and even better, ignore all players on the group of this specific UID? I searched a lot before get here, because i don't wanna bother. but the closest that i got is using the comand "forgetTarget" on the unit init. But with this i need to force the admins to use a specific playable slot when loggin in and don't allow anyone with other UID to join on these slots. which i don't know how to do as well. if you guys can help me solving this problem in any of the 2 ways, i will thank you for ever. =D
  4. Hello! I recently some headless clients to my 100ai server and now it's running so much better! (I am using Werthles Headless Client) The server has lootable crates that the ai gear up at that (they loot houses.) While the ai not controlled via headless clients are fully geared, I noticed that the headless clients only grab a vest, nothing more, nothing less, they are ONLY looting that one vest and not guns ammo etc despite them being in the crate they're looting for. (once more, as I note ai NOT controlled by the headless clients are grabbing helmets, ammo guns etc.) Below are some of the mission scripts that are involved in looting, perhaps this can provide help. WeaponFind.sqf (switches to WeaponTakeND.sqf or NextAction.sqf ) WeaponTakeND.sqf NextAction.sqf AddAmmo.sqf DropLootTake.sqf Any help would be very much appreciated!
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