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Found 5 results

  1. GF Set AISkill Script by GEORGE FLOROS [GR] Description: GF Set AISkill Script , Set your desired AI Skills settings. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Set AISkill Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and in the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Copy in the descripion.ext : #include "Mission_Parameters.hpp" and add the Mission_Parameters.hpp in your mission files. Or copy , in your descripion.ext : class Params { class GF_Set_AISkill { title = "GF_Set_AISkill"; values[] = {0,1,2,3,4,5}; default = 1; texts[] = {"Novice","Rookie","Recruit","Veteran","Expert","Random"}; }; }; Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40229 Armaholic download GF Set AISkill Script
  2. Hey Guys, i wrote a script to set the AI on the whole server every 10 seconds to certain Values according to the Side it is on for a modded "KP Liberation" Mission. This worked perfectly. But i wanted to change the script for the East Side to better reflect the skill of certain factions. the original script was: while {true} do { { _x setSkill 0.6; _x setSkill ["aimingAccuracy", 0.2]; _x setSkill ["aimingShake", 0.7]; _x setSkill ["aimingSpeed", 0.7]; _x setSkill ["Endurance",0.5]; _x setSkill ["spotDistance",0.6]; _x setSkill ["spotTime",0.8]; _x setSkill ["courage", 0.8]; _x setSkill ["reloadSpeed", 1]; _x setSkill ["commanding", 0.7]; } forEach (allUnits select {side _x == east}); sleep 10; }; this worked exactly as i intended. (is exec. via init.sqf and sets the skills from mission start every 10 seconds so that it includes every spawned unit, even if called by Zeus or any other special way. works great) but now i wanted to change } forEach (allUnits select {side _x == east}); to something that affects only a certain faction like } forEach (allUnits select {faction _x == LOP_TKA}); this line however doesn't work and i can't find any answer how to only call a script on a certain faction, so i was hoping someone in this forum could help me :) PaloKan EDIT: I am an idiot. All i was missing was putting the Faction name into " " to make my scripts work haha. great, now i have differently skilled Middle Eastern Militia, ISIS Soldiers and Russian Elite soldiers to fight <3 Thread can be closed :) /thread
  3. Hello everyone, someone can help me to fix my script please. I am a beginer in this, somebody can tell my why my script doesn't work? I want that OPFOR have 0% skills and BLUFOR complete 100%. if NOT(isServer) exitWith {}; [] spawn { while {true} do { sleep 10; { if ((side _x) == East) then { _x setSkill ["aimingspeed", 0.1]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.1]; _x setSkill ["spotdistance", 0.1]; _x setSkill ["courage", 0.1]; _x setSkill ["reloadSpeed", 0.1]; _x setSkill ["commanding", 0.1]; }; sleep 2; if ((side _x) == West) then { _x setSkill ["aimingspeed", 1]; _x setSkill ["aimingaccuracy", 1]; _x setSkill ["aimingshake", 1]; _x setSkill ["spottime", 1]; _x setSkill ["spotdistance", 1]; _x setSkill ["courage", 1]; _x setSkill ["reloadSpeed", 1]; _x setSkill ["commanding", 1]; }; } forEach allUnits; } };
  4. I have an Idea, that would love some sparring on. I also don't have the necessary skills to make it, some i'm also looking for someone to partner up with on this. My idea is for my unit. As with many units, having a steady percentage of people coming every time tends to be very hard to be succesfull in. So we had this idea, that if there was something on the line, something to work towards and become better in, than perhaps people would be more inclined to show up every time, instead of every other time. What I was thinking, is a mod, or script that had some kind of leveling system or points system. Enough points - awarded by completed missions, kills etc, gives the ability to unluck better stamina, aiming etc. Not gear, armor, vehicles or weapons, but skills that improve your ingame characters physical performance. The realistic part for me, is that in real life, experience also has an big effect on your performance. There more an soldier evoles from recruit life into a professionel soldier and even further, he/she gets better at all kinds of stuff. No one starts of being a perfect soldier. And if we could somehow take the real life experience and turn it into a cool system in Arma, I know my unit - and I'm sure many other units - would use this system. The mod/script wouldn't be for online use, other than in closed groups, because in open multiplayer sessions, i don't believe it would work. What I am looking for in regards of sparring is - Suggestions to skills one could "level up" - Ideas on how to create this - Thoughts on what would work, what would not And as previously mentioned, I'm would love for someone to come forward, wanting to be part of it, creating it. Any help would be great. I know some of you wont like this kinda of system in Arma, so people thinking that, don't need to raise their voices. Looking forward to input though - Kenny
  5. As the title said. I'm not quite sure how it affect the AI, does it improve the AI behavior or accuracy or both?
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