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Found 3 results

  1. 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.
  2. beno_83au

    [MP] MIL_SniperHuntDM

    Download: MIL_SniperHuntDM - Dropbox/Steam Workshop/Armaholic Description: MIL_SniperHuntDM is a 2-4 player, sniper versus sniper deathmatch, playable on a number of different maps. Play for the long game and try to hunt down your enemies while keeping them guessing, or set up a short match through customisable lobby settings. This is built for a dedicated server with custom difficulty settings (listed below) in order to achieve the difficulty I was going for. It will work fairly well on a hosted server, but there was only so much I could do to force difficulty settings that I recommend to be used on a dedi. MIL_SniperHuntDM is intended to be difficult, and while taking your shot is still a critical part of the mission it is only a small part. I've tried to build this mission to require the player/s to put a lot more effort into some of the other aspects of "sniping" (navigation, judging distance, cam & concealment) while at the same time requiring them to out-think and out-hunt their enemies. MIL_SniperHuntDM has been ported across 18 maps (listed below). If there are any map requests let me know, as I made it fairly simple to set up on other maps. *** One MAJOR point to note - I wanted this to be all about the hunt. So, depending on the customisable settings used at the start of the mission this could just descend into a boring camp-fest (I've created adjustable player markers to alleviate this). The mates I tested this with didn't camp (most of the time). We "hunted" each other down, and it was fun with plenty of tension. Features: - Dedi/Hosted server support. - Player markers, adjustable through lobby params, to indicate enemy positions that: - Can have an inaccuracy applied to them. - Can increase in accuracy over time. - Optional weather settings, including snow in place of rain on arctic maps. - Credits to "IndeedPete & KokaKolaA3" for snow scripts. - Randomly assigned gear (equipment/weapons). - Arctic, desert or woodland. - Limited ammunition (2 x mags per weapon). - Randomly spawned quad bikes (small chance for Hummingbirds). - Custom kill/death & disconnect messages. - No rangefinding. - Spectator slot. - Easily adaptable to other maps. - Supports vanilla, RHS, CUP & Massi NATO SF and Russian Weapons. - Added ability for users without mod to still play by giving them vanilla weapons. - However, mod weapons won't be visible to non-mod players. - Support for a headless client. - Offload handling of vehicle spawns (handled by host on a hosted server). - More of a learning point for myself. Supported Terrains: //Small - Bukovina (CUP) - Nordkvingo, Norway - Proving Grounds (CUP) - Shapur (CUP) - Utes (CUP) - Winter Town //Medium - Bystrica (CUP) - Chernobyl Zone - Chernobyl Zone (Winter) - Gorgona - Kolgujev (CUP) - Santa Catalina Island - Southern Sahrani (CUP) - Stratis - Takistan Mountains (CUP) //Large - Esseker - G.O.S. Koplic //Extra Large - Bornholm, Denmark Dependencies: - Terrains for the non-vanilla maps. - For mod weapons, either: - RHS USAF - CUP Weapons - Massi US SF & Russian Weapons Install: Add all the SniperHunt_DM mission .pbo files to your MPMissions directory. Dedicated Server Difficulty Settings: - https://community.bistudio.com/wiki/server.armaprofile - Add/amend the custom difficulty class of your server profile. - https://community.bistudio.com/wiki/server.cfg - Add/amend the following line in your server config file. Media: As these we're WIP videos, there's a bunch of bugs. So, never mind the confusing markers....... First playable tests, 4 different sessions (9:47s): Second playable tests, 2 missions, 1 as spectator and 1 drawn out mission (10:53s): Third/final test, 1 mission with a different and fairly vocal group. Also the first time I get killed playing this (8:47s): Known Bugs: - Players used to sometimes spawn in rocks, and markers sometimes didn't function correctly, and vehicles sometimes exploded on spawn. I applied changes to fix all these issues and haven't seen any repeats of them since but if they do still occur, please let me know. If anyone finds any problems please let me know. Thank you.
  3. I'm trying to figure out what's making the ArmA3 AI behavior (with the tanks in particular) different then in ArmA2 It's really for single player fun more than anything. But here are the two topics I'm referring to: In ArmA2, the tanks (when using the Guard way-points) would follow you almost all over the map. In other words, the tanks would hunt you down. What can I do to make this happen in ArmA 3?The other more important issue is, when I'm hiding in a forest, say 120 yards away, or even behind a building at the same distance, it seems like the AI always knows I'm there as soon as I pop my head out. This is not realistic. In the real world, it's very unlikely that someone will see you at that distance, and even if you were only 50 feet away, the chances of them knowing you're there (unless they were looking right in your direction) would be unlikely. What is making ArmA 3 behave like this? Or how can I make it behave more like ArmA 2? I think it's safe to say that squatting helps decrease the chances of being noticed, but it's not an absolute fix. Is there a global radius-awareness setting I can apply for all AI? Thanks
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