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Found 2 results

  1. AI Compilation List - Last Update July 13th, 2019 A massive compilation list of AI Addons, Mods, Scripts, & Forum Threads sorted based on subject. Arma2/Arma2OA AI Compilation list : http://tinyurl.com/nnhml66 Addons & Mods - (Last post pg.1 bottom of thread) Scripts - (1st post pg.2) AI Threads Artillery, Mortars, & AT soldiers AI Accuracy, Skill, & Spot distance AI Actions, Behavior, Movement, & Shooting AI & Buildings AI CAS, Helicopters, & Jets AI Dialogue, Interaction, & Speech AI Driving - Boats,Tanks, & Vehicles AI Equipment, Gear, & Loadouts AI Halo, Parachuting, & Paradrops AI Hunting player/group AI Injury & Medical AI Squad Command, Guides, & Join AI Spawn & Respawn AI Triggers & Waypoints Development Branch General, Enhancement, & Performance Mission Editing & Scripting Multiplayer & Server Credits Authors of the addons, mods, and scripts need credit for their work, I would hope that this compilation will bring more attention and appreciation from the community to them. List Note: If there is an addon, mod, script I have missed please post your reply, or pm me and I will update the list accordingly.
  2. First of all, this is a long, essay style question on how to use init fields in eden editor, if you are unfamiliar with it, you might not want to waste your time reading this. Disclaimer: I am an utter noob and know nothing about .sqf scripts (if you are to answer one of my questions, please consider me an idiot) Dear all, thank you for stopping by and I hope you can help me. I am planning to create a dynamic airport base with the following features: Four fixed wing aircraft taxing, taking off, loitering, landing and repeating their tasks indefinitely. The question is as follows – Having tried move waypoints with various limitations (e.g. flyinheight, forcespeed) and configurations, I was unable to make an aircraft piloted by an AI to taxi successfully to where I want it to. Please advise on the step by step how can I achieve this goal. Next Numerous groups of units moving around the base according to their respective waypoints and occasionally initializing BIS_fnc_ambientAnimation function (at various waypoints throughout the base. I have been able to initialize the ambientAnim command at a waypoint and cancel it with addaction on a player (trigger condition Playername_AddActionName and On Activation call BIS_fnc_ambientAnim__terminate;). Ideally, I would like to have a trigger which, whenever a unit/units approach their respective waypoint, triggers the animation for a certain duration of time and then cancels it (so units can move onto the next waypoint). A convoy of 5 vehicles containing around 5 units each going in/out of the base. The problem here would be that I would like the convoy to look as a presidential convoy would. So, Convoy drives up to a building entrance, armed personnel get out of the vehicles (except for drivers) and only then, the civilian AI gets out and walks to the building. After about 5 minutes, I would like that civilian to come back, get into the vehicle and the convoy shall drive off (and repeat). The biggest issue I have is controlling how the armed personnel gets out. Shall I do it with triggers for presence? How do I make them get out before the civilian and wait? How can I then make the civilian get out? Lastly, I understand that this may be too much, I would like to have a constant tower defence going on in the background. For example, I have a well-guarded base which is being constantly harassed by the enemy. The units at the base have their animations toggled on and off (refer to question 2), if these units were impossible to kill, how would I let them engage combat, kill the enemy, and return to their respective waypoints and continue on their path?
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