Search the Community
Showing results for tags 'behavior'.
Found 7 results
-
Hey guys, been looking around in the days for something like a script that affects all AI units on the map, both that gets spawned in at all times, and AI units that has been there since mission start, both SP and MP. Something like a timer that when, say all AI when they have been Alert or in Caution for 2 minutes, they will eventually go down to SAFE again, and have LIMITED movement of walking - if they have not been engaged with any hostiles. Each time they become cautious and alerted, it will be a certain period of time before all of them will switch back to SAFE and LIMITED movement when they have had no engagements. As if the threat is over and the AI can relax again. Civilians will calm down and return to their SAFE and LIMITED behaviors. Soldiers will be at ease and return to their SAFE and LIMITED behaviors. Like on repeat if they end up getting alerted several times. Any tips or pointers are greatly appreciated,
-
Very new to the editor here; I am trying to make a simple firefight but I am having trouble getting the enemy behavior correct. I have a small OPFOR patrol walking in a circle around a very small village with waypoints. The waypoints are set to SAFE mode, not careless. There are four enemy characters per group and two groups total. The problem is, when I attack them as a BLUFOR, I can shoot anyone in the group from a distance, lets say as close as 60 meters away and no one else in the group cares that their friends have been shot. And if I run up on the enemy group, they might get a little figgity and shoot a few rounds off at me, but it seems like nobody will refuse to abandon their waypoints I set for them and continue on their way despite me being there. In the base game, it seems like once they know you are there, they stop everything they are doing and try to find you as hard as they can. What am I doing wrong that I cant replicate this? I havent found any good tutorials on youtube because this is probably a very basic thing Im struggling with. Any advice is appreciated.
-
You may have noticed that in the civilian presence module, there an option to "enable panic" for the civilians. Basically, it change the units animation set : they move while protecting their heads with their hands in a panicky fashion. I managed to trigger this behavior for players with : player switchMove "ApanPercMstpSnonWnonDnon_ApanPknlMstpSnonWnonDnon" Which make the player crouch in panic mode and change all animations to their panic mode counterpart. This is a dirty workaround that doesn't work for AI units, so how should I do it properly ?
-
I'm new to ARMA 3 editor. I'm trying to make a D-Day like scenario. when i give way points (beach) to the boats to move to the way point and get out from the boat some boats do the work right but some boats turns backs and runs like hell. I checked with in combat and out of combat, this only happens in combat.I tweaked the fleeing coefficient to 0 too but they get bitchup every time.....I made then Open fire and careless too maxed out courage and command btw.....Any ideas to fix this.....sry for the bad english... :P :P :P
-
Ais can enter into buildings, then be stuck without mean to get out
pierremgi posted a topic in ARMA 3 - TROUBLESHOOTING
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. -
Hello, not sure if this is the right place for this topic. My problem is I want to keep the driver of a vehicle on the road and focused on the waypoints, while the gunner for example, fires away. I tried this setBehaviour "SAFE"; on the driver but that doesnt work?
-
set UAV waypoint and set type/behavior/altitude
thetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haveing difficulty with this one. Basically what's in the title. Set a waypoint where there's a marker, set the type, in my case it's loiter with range of 500m, behavoir is never fire and altitude 'High Altitude 500m'. Thanks in advance