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Found 5 results

  1. Brother Makabeus The Bullet

    Paths, AI Logic and Height

    Howdy! So, to describe my issue i would like to show you guys some things i've discovered: I've created a tunnel with paths in it with all recommendations from devs, and it's worked perfectly BUT! it works well only if my object is landed on a terrain. If it's not the AI behavior starts being unstable. he starts walking forward-backward near the paths' Pos position, unable to stand on the position And as heigher i lift my tunnel as widely and unstable the AI's "walking" becomes. And, finally, ai leaves the given paths and just falls onto the ground... The second thing is about using DoMove instead of. I've find out an interesting thing: With DoMove command AI could easily walk from point A to point B (on my pic i've used two arrows as a positions). But it will work with static objects. For example, i've added two NPCs. One has been given DOmove command at the arrow point, and after that (a bit later) i've given DoMove to other NPC to "follow the first one". The second one has been following the first for sometime and suddenly has stopped and remained staying on its position. So, my question is simple: is it somehow real to make an AI using paths in objects that are "floating" above the terrain. Thank you!
  2. Hello everyone, I've compiled a list of known video or ogv files that I have found, if you have found more then please let me know. \a3\missions_f\video\helicopters.ogv \a3\missions_f\video\infantry.ogv \a3\missions_f\video\scuba.ogv \a3\missions_f\video\supports.ogv \a3\missions_f\video\vehicles.ogv \a3\missions_f_beta\video\combined_arms.ogv \a3\missions_f_beta\video\commanding.ogv \a3\missions_f_beta\video\defend.ogv \a3\missions_f_beta\video\night.ogv \a3\missions_f_beta\video\supports.ogv \a3\missions_f_bootcamp\video\boot_m05_sometime_later.ogv \a3\missions_f_bootcamp\video\vr_boot.ogv \a3\missions_f_bootcamp\video\vr_generictransition_1.ogv \a3\missions_f_bootcamp\video\vr_generictransition_2.ogv \a3\missions_f_bootcamp\video\vr_generictransition_3.ogv \a3\missions_f_epa\video\a_hub_quotation.ogv \a3\missions_f_epa\video\a_in_intro.ogv \a3\missions_f_epa\video\a_in_quotation.ogv \a3\missions_f_epa\video\a_in2_two_hours_later.ogv \a3\missions_f_epa\video\a_m01_quotation.ogv \a3\missions_f_epa\video\a_m02_quotation.ogv \a3\missions_f_epa\video\a_m03_quotation.ogv \a3\missions_f_epa\video\a_m04_quotation.ogv \a3\missions_f_epa\video\a_m05_quotation.ogv \a3\missions_f_epa\video\a_out_quotation.ogv \a3\missions_f_epa\video\a_out_some_time_later.ogv \a3\missions_f_epa\video\a_out_to_be_continued.ogv \a3\missions_f_epa\video\b_hub01_10_days_later.ogv \a3\missions_f_epa\video\b_hub01_few_hours_later.ogv \a3\missions_f_epa\video\b_hub01_quotation.ogv \a3\missions_f_epa\video\b_in_quotation.ogv \a3\missions_f_epa\video\b_in2_12_hours_later.ogv \a3\missions_f_epa\video\b_m01_quotation.ogv \a3\missions_f_epa\video\b_m02_quotation.ogv \a3\missions_f_epa\video\b_m03_quotation.ogv \a3\missions_f_epa\video\b_m06_quotation.ogv \a3\missions_f_epa\video\b_out2_quotation.ogv \a3\missions_f_epa\video\b_out2_sometime_later.ogv \a3\missions_f_epa\video\c_ea_quotation.ogv \a3\missions_f_epa\video\c_eb_quotation.ogv \a3\missions_f_epa\video\c_in1_quotation.ogv \a3\missions_f_epa\video\c_in2_quotation.ogv \a3\missions_f_epa\video\c_m01_quotation.ogv \a3\missions_f_epa\video\c_m02_quotation.ogv \a3\missions_f_epa\video\c_out1_quotation.ogv \a3\missions_f_epa\video\c_out2_sometime_later.ogv \a3\missions_f_epa\video\fixed_wings.ogv \a3\missions_f_gamma\video\arma.ogv \a3\missions_f_gamma\video\drones.ogv \a3\missions_f_gamma\video\faction_blufor.ogv \a3\missions_f_gamma\video\faction_independent.ogv \a3\missions_f_gamma\video\faction_opfor.ogv \a3\missions_f_gamma\video\gunships.ogv \a3\missions_f_gamma\video\tanks.ogv \a3\missions_f_heli\video\slingloading.ogv \a3\missions_f_mark\video\ffv.ogv \a3\missions_f_mark\video\marksman.ogv Thanks to kauppapekka for: \a3\missions_f_epa\video\a_in2_quotation.ogv \a3\missions_f_epa\video\b_m05_quotation.ogv \a3\missions_f_epa\video\b_m02_1_quotation.ogv
  3. I have been working on a terrain for my mod and have been creating custom buildings for it. When I spawn the buildings in the editor to test them all is working fine(Checking if player is in bounding box returns true, AI follow paths). When I export to terrain builder and test the buildings after they are on the map, checking if player is in bounding box returns false and the AI will no longer use the paths. I have all the same geometry lod properties as the sample model from the Arma 3 sample pack defined. map = house class = house damage = no Prefershadowvolume = 0 sbsource = Shadowvolume I feel like I'm missing something in terrain builder because everything with the buildings works fine when just spawning the building in. Any help would be greatly appreciated, Losing my mind over this one. *edit* Seems that I needed to add a Land_xx class to the config to fix the issue. https://community.bistudio.com/wiki/The_Land_xx_class
  4. I am working my mod that adds placeable objects to the editor. I am adding objects that reference model paths in the Tanks DLC files. class MAAWS_HE_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HE shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d"; simulation = "house"; }; class MAAWS_HEAT_dec6_F : ThingX { scope = 2; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=1.3609999; verticalOffsetWorld=0; init="''"; }; displayName = "MAAWS HEAT shell."; editorCategory = "ArmaGoodies"; editorSubcategory = "ArmaDeco"; model = "\A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d"; simulation = "house"; }; But I get a missing files error with PBO Project. Missing File Summary config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HE_F.p3d config.cpp : \A3\Weapons_F_Tank\Launchers\MRAWS\rocket_MRAWS_HEAT_F.p3d config.cpp : \a3\Weapons_F_Tank\Ammo\rocket_spg9.p3d Is there a way around this? Do I need to wait for the Tanks DLC ebo files to be changed to pbo to use this, or can I force the Mikero tools to ignore the missing files and create the pbo. All of the other parts of my mod are working, I just cannot reference Orange DLC and Tanks DLC assets as they are in ebo files and cannot be read. Thanks.
  5. Can someone help me with this. I'm Kinda new to the whole sound mod but am interested, I have no idea but gotten this far and im just Confused on how to proceed from this point on how i can even get sound through. if someone could help me Thank you. class CfgPatches { class mx { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F", "A3_Sounds_F", "A3_Weapons_F" }; version="1"; author="cheif22"; }; }; class CfgSoundShaders { class MX_Closure_SoundShader { samples[]= { { "\mx\shots\closure1", 1 }, { "\mx\shots\closure2", 1 } }; volume=0.17782794; range=5; }; class MX_closeShot_SoundShader { samples[]= { { "\mx\shot\closeshot1", 1 }, { "\mx\shot\closeshot2", 1 }, { "\mx\shot\closeshot3", 1 } }; volume=1; range=50; rangeCurve="closeShotCurve"; }; class MX_midShot_SoundShader { samples[]= { { "\mx\shot\midshot1", 1 }, { "\mx\shot\midshot2", 1 }, { "\mx\shot\midshot3", 1 } }; volume=0.79432821; range=1800; rangeCurve[]= { {0,0.2}, {50,1}, {300,0}, {1800,0} }; }; class MX_distShot_SoundShader { samples[]= { { "\mx\shot\distshot1", 1 }, { "\mx\shot\distshot3", 1 }, { "\mx\shot\distshot3", 1 } }; volume=1; range=1800; rangeCurve[]= { {0,0}, {50,0}, {300,1}, {1800,1} }; }; };
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