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Found 6 results

  1. Download: MIL_SleepingAI - Dropbox/Armaholic Demo SP Mission - Dropbox Description: Uses beds and other user-defined objects to have AI start a mission sleeping on them. AI can then be left asleep or woken up on command. Features: - SP/MP - Predefined support for: - Vanilla sleeping bags. - Vanilla sleeping mats. - Vanilla shooting mats. - LoW stretchers. - The vanilla bed. - Ability to define other objects as beds. To use: - Copy the folder MIL_sleepingAI to your mission folder. - Place a sleeping bag, mat, bed or other custom object into the mission. - Position a unit near their required bed. They must be within 5m of the object to work. - Run this command where the unit is local before the mission starts (e.g. initServer.sqf if created on the server, or init.sqf for SP): nul = [_units,_otherBeds] execVM "MIL_SleepingAI\initSleepingAI.sqf"; _units - array - list of objects to start asleep. _otherBeds - array (embedded) - optional. Default - []. - list of other object classnames ,their [x,y,z] offsets and direction adjustments (solution to units laying perpendicular to objects). - offset and angle adjustment MUST be defined, and should be tested and adjusted for best positioning of AI. Examples: nul = [units group1] execVM "MIL_SleepingAI\initSleepingAI.sqf"; _otherBeds = [ ["Land_Stretcher_01_F",[0,0,0],0], //AI will be at 0 degrees to object's "north axis" ["Land_WoodenTable_large_F",[0,0,0],90] //AI will be at 90 degrees to object's "north axis" ]; nul = [units group1,_otherBeds] execVM "MIL_SleepingAI\initSleepingAI.sqf"; - To wake the AI up, run this command: nul = [_unit,_pos,_enableMoving] spawn MIL_fnc_WakeUp; _unit - object - name given to the sleeping unit. _pos - string - stance that the unit is to be in, example: - "Up", "Middle", "Down", "NotProne" (uses either "Up" or "Middle"), "Auto" (normally the default AI setting). - optional. Default - "Auto" _enableMoving - boolean - allow AI to move from bed once woken up. - optional. Default - false. - NOTE - to get AI moving at a later stage, use: - _unit enableAI "PATH" Examples: nul = [unit1] spawn MIL_fnc_WakeUp; //setUnitPos "Auto" is used. {nul = [_x,"NotProne"] spawn MIL_fnc_WakeUp;} forEach (units group1); nul = [unit2,"Auto",true] spawn MIL_fnc_WakeUp; Media: Demo (38s): If anyone finds any problems please let me know. Thank you. Change log:
  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. Hi. Currently I have a problem with one of my scripts. It uses "sleep" in lots of places (mostly short duration ones, from 0.01 to 0.1). The problem is that when I run a script-heavy mission and my FPS falls below 30, the sleep times do not work very well (e.g I'm using sleep 0.01 but it's too long when FPS is low, so it's like the "actual" sleep time is 0.1 or something) How can I account for this engine behavior? I'm personally thinking of something like this but I'm wondering if it's effective? sleep 0.01*(diag_fps/60 min 1) What I mean is that I want the sleep time to be shortened when FPS is lower than 60 otherwise remain the same.
  4. I have a function that i need to call when all the opfor is dead in a dynamically created trigger area. This function contains a sleep. I have tried all sorts of diff delays, all caused issues because i was using call in the dynamically created trigger statements. I have tried using a dynamically created trigger to create another trigger but for some reason it just kept creating triggers on load rather than after the opfor were dead. I have tried using spawn in both the int and the dynamically created trigger to fire the function for the first time. In the statement for the dynamically created trigger i used spawn to call the function that inevitably dynamically creates a new trigger. but for some reason like in my previous tests the trigger statement is getting activated on creation. i have been at this Arma 3 scripting for a week now and i keep running in to issues like this. I really could use some help on this.
  5. Hello, I I am using an entitykilled mission eventhandler how to run a custom radio message each time a certain unit gets a Kill. Everything is working fantastic accepted that I would like to have a delay before the radio message gets played. I've been trying to use sleep and it is not working. Does anyone know how to get sleep to work with entitykilled or perhaps a viable alternative to achieve the results of getting a delay before a radio message after a certain unit gets a Kill? Any help is very much appreciated, as always :-)
  6. hello! i got a huge doubt about waituntil and sleep...here is an example (while (true) its not relevant, i just put it to better give the idea of a looping code): while {true} do { waitUntil {sleep 600;{alive _x} count allPlayers isEqualTo 0}; }; this looping code will wait 600 seconds for 1 single time and then check in loop every 0.5 seconds the "alive players" condition? OR the looping code will wait 600 seconds, check the "alive players" condition, then wait 600 seconds, then check "alive players" condition and so on ? if my ultimate goal is to check a condition every 600 seconds, what i should do ? thanks guys!
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