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Found 5 results

  1. Hello, my fellow community friends! I have a very "strange" and at the same time interesting idea, having seen it in various FPS games. As you all know, in some games, during a stealth mission, the main character must stay in cover and undetected by the enemy... for at least as long as possible in order to complete a secret task or avoid being captured, being behind enemy lines. A little example is Battlefield 1, where the player was behind the German lines and had to stay hidden for the enemy for as long as possible and then, when detected, fight his way back to the friendlies. I was wondering if such a eye awareness (spotting) system can be somehow created, using all the information and possible commands, scripts and "magics" that exist among the community, no matter if they are vanilla ones or BIS'. For example: when an enemy is spotting the player or his teammates, the knowledge begins to arise a little, and a marker, like in those games I mentioned, starts to appear, changing also its color from white to red. By "knowledge" I mean "X knowsAbout player >..." And this would vary from 0 to the highest possible number, may be 4 in this case. So, we'd need a complex script, including all possible variants up to this highest number, which are checked one by one, and when they start to grow, this action would respond or represent the marker value and visibility on the screen, which means it also should get bigger and more red with the time. And, of course, if the player is no longer being spotted by enemy AIs, it should start to dissapear, using the same method backwards. Another command, reveal, also may come in handy, if it is possible to use it as well, or to combine both. I know it sounds complicated, but if such a marker is not possible to be displayed, how about any other kind of indicator, like an alarm, or anything else. A possible marker to use is the already existing one, by using the "use" button for marking something on the map, where a yellow marker with a sounds appears at the marked direction. So, do you think now that my idea sounds crazy... or it's a perfect new option to use in missions... ­čśë
  2. Hello. I am very new to coding. I need a code/script to make enemies know where all the player location are and follow them (they do it automatically anyway?) Basically i need to make the AI know the location of all player and hunt them down, even if they where spawned in via script or already ingame. preferably in a loop maybe? so they get updated, i donno every 30 seconds? or more. Im very new and bad at coding, i tried reading up on it. but i failed. i tried google it, but to be real, i dont really know what to look for. Thanks. This is the last part of my mission to get it fully functional.
  3. It's very sad you simplified the game with marks, but now it can be cunfuse in hard situations and sometimes it hinders... And real gameplay sittuation (2:20):
  4. Hey everyone, I was wondering if someone could help me develop a script that would allow blufor units to only be able to enter Blufor vehicles as well as Opfor only being able to enter Opfor vehicles. I would need an array to be specific to what vehicles I would allow units to enter. I do not want the unit to be killed, just kicked out of the vehicle. Thanks, Kdubyadog556
  5. Hi, It seems to me, BI changed the behavior of the findNearestenemy command. I use to display this "nearest enemy" (of player) by an icon using this command. What i remarked since Apex or 1.58 (not sure), is that the nearest enemy is no more the nearest one. Explanation: If player knows about ground unit and planes, the "nearest enemy" is quickly marked on plane, even if this asset is flying away more than 2Km and ground units fire at you. Same for tank, armored vehicle, in a lower priority than plane. Same for emptied vehicle. If crew dismount and fly, the "nearest enemy" remains for a while the emptied car, even if dangerous units are closer than it. If you are civilian, "nearest enemy" is an OPFOR, even if it has no intention to open fire at you... So, please, could you make that findNearestEnemy recovers this former behavior and hits the geographically nearest unit/asset able and motivated to kill the unit which is parameterized? I don't dislike the idea to have some classification by asset dangerousness, but this aim fails most of the time with the context (plane flying away, emptied car,..). Just focus on distance and "canfire" could be great. Thanks
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