spartan Posted April 25, 2015 Report Share Posted April 25, 2015 Could I replace the sec1, sec2, sec3 statements in the fn_init with world space co ordinates ? Just trying to adapt this to what I already have setup and it would be easier to place the ai directly from the pbo. Link to comment Share on other sites More sharing options...
Suppe Posted April 25, 2015 Author Report Share Posted April 25, 2015 On 4/25/2015 at 10:19 AM, spartan said: Could I replace the sec1, sec2, sec3 statements in the fn_init with world space co ordinates ? Just trying to adapt this to what I already have setup and it would be easier to place the ai directly from the pbo. yes, u can..... cahnge "sec1" with "NEWMARKERNAME" in the fn_init Link to comment Share on other sites More sharing options...
Suppe Posted April 25, 2015 Author Report Share Posted April 25, 2015 updated again, with new altis example.... Link to comment Share on other sites More sharing options...
Fleischer111 Posted April 25, 2015 Report Share Posted April 25, 2015 how do I install it on a cherno .. can you please tell me Link to comment Share on other sites More sharing options...
ulli_123 Posted April 25, 2015 Report Share Posted April 25, 2015 The NPC's do not shoot me what I need to change? Link to comment Share on other sites More sharing options...
Suppe Posted April 25, 2015 Author Report Share Posted April 25, 2015 @ fleischer111 open one of the examples in the editor and copy the marker there, past it in your cherno map and sort it ! @ulli_123 they dont shot or they dont make damage ? Link to comment Share on other sites More sharing options...
spartan Posted April 25, 2015 Report Share Posted April 25, 2015 On 4/25/2015 at 11:08 AM, Suppe said: yes, u can..... cahnge "sec1" with "NEWMARKERNAME" in the fn_init Thank you I have done that and is working ok although I meant inserting co-ords rather then "MARKERNAME" to change it's dependency on the mission file map marker co-ords. Another question : 50 will spawn unit into 50% of available building positions in building/area Where does this variable go in this : nul = ["sec2",3,true,2,[4,1],300,"default",nil,nil,2] execVM "\x\addons\Sector_addon\scripts\LV\fillHouse.sqf"; I cannot see where you have a value for spawning ai into buildings. Link to comment Share on other sites More sharing options...
classified787 Posted April 25, 2015 Report Share Posted April 25, 2015 If it will help, I have this running on my cherno map right now with no problems. And by the way on my test server I turned up the skill level on the AI to .7 and I would not recommend it, they will own your butt. lol I will post my mission.sqm for cherno, but I have the markers set for just the main large city Chernogorsk on the bottom of the coastline. If you want to relocate them to a different location drop this mission.sqm in a folder "chernosector.Chernarus" for example. Start up ArmA 3 and go to the map editor (have AllinArmaTerrain, Epoch, and whatever other mod you want active) load up the mission.sqm select markers and then just drag them around to where you want them. Not sure how to do the spoiler thing. So I will upload it to my github account and post it there if you want to see the mission.sqm https://github.com/FailArmyTeam/Epoch-Chernarus/tree/master Link to comment Share on other sites More sharing options...
chisel Posted April 25, 2015 Report Share Posted April 25, 2015 I appreciate the effort but... For the most part this is currently very easily done using A3EAI and no modification to your mission.sqm. Take about 2 minutes with A3EAI... Oh and classified, be prepared to get reamed out for that last post of yours. No... just NO! Use spoilers please or even better use pastebin. Link to comment Share on other sites More sharing options...
classified787 Posted April 25, 2015 Report Share Posted April 25, 2015 Sorry, wasn't sure how to do that, like it says I am a newbie to the forums. I can delete it if it bothers you. Link to comment Share on other sites More sharing options...
spartan Posted April 25, 2015 Report Share Posted April 25, 2015 On 4/25/2015 at 6:50 PM, classified787 said: If it will help, I have this running on my cherno map right now with no problems. And by the way on my test server I turned up the skill level on the AI to .7 and I would not recommend it, they will own your butt. lol I will post my mission.sqm for cherno, but I have the markers set for just the main large city Chernogorsk on the bottom of the coastline. If you want to relocate them to a different location drop this mission.sqm in a folder "chernosector.Chernarus" for example. Start up ArmA 3 and go to the map editor (have AllinArmaTerrain, Epoch, and whatever other mod you want active) load up the mission.sqm select markers and then just drag them around to where you want them. Not sure how to do the spoiler thing. So I will upload it to my github account and post it there if you want to see the mission.sqm https://github.com/FailArmyTeam/Epoch-Chernarus/tree/master Can you post your script line with your ai skill set change. Thanks Link to comment Share on other sites More sharing options...
spartan Posted April 25, 2015 Report Share Posted April 25, 2015 On 4/25/2015 at 6:56 PM, chisel said: I appreciate the effort but... For the most part this is currently very easily done using A3EAI and no modification to your mission.sqm. Take about 2 minutes with A3EAI... Oh and classified, be prepared to get reamed out for that last post of yours. No... just NO! Use spoilers please or even better use pastebin. Actually there is a significant difference in the mechanics of the ai spawn which concerns their behavior and perhaps more importantly how it will affect server performance. Link to comment Share on other sites More sharing options...
classified787 Posted April 25, 2015 Report Share Posted April 25, 2015 On 4/25/2015 at 8:18 PM, spartan said: Can you post your script line with your ai skill set change. Thanks This is located in the scripts\LV\fillhouse.sqf about line # 102 (using Notepad++) The one for the militarize.sqf is located at line # 129. I just changed them up to .6 right now. I tried them higher but in all honesty that makes them pretty deadly. _unit setSkill 0.6; _unit forceAddUniform "B_soldier_AR_F"; _unit addVest "V_21_EPOCH"; _unit addWeapon "arifle_MXC_Holo_pointer_snds_F"; _unit addMagazines [("30Rnd_65x39_caseless_mag_Tracer"), 6]; _unit addPrimaryWeaponItem "optic_Holosight"; _unit setCombatMode "RED"; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; Link to comment Share on other sites More sharing options...
RC_Robio Posted April 25, 2015 Report Share Posted April 25, 2015 Looks like this was built using AISSP... http://www.armaholic.com/page.php?id=19832 http://lostvar.com/AISSP/AISSP.html Maybe give credit to the original author if it was. d4n1ch 1 Link to comment Share on other sites More sharing options...
ulli_123 Posted April 25, 2015 Report Share Posted April 25, 2015 On 4/25/2015 at 4:43 PM, Suppe said: @ fleischer111 open one of the examples in the editor and copy the marker there, past it in your cherno map and sort it ! @ulli_123 they dont shot or they dont make damage ? Do not Shoot Link to comment Share on other sites More sharing options...
spartan Posted April 25, 2015 Report Share Posted April 25, 2015 On 4/25/2015 at 8:51 PM, classified787 said: This is located in the scripts\LV\fillhouse.sqf about line # 102 (using Notepad++) The one for the militarize.sqf is located at line # 129. I just changed them up to .6 right now. I tried them higher but in all honesty that makes them pretty deadly. _unit setSkill 0.6; _unit forceAddUniform "B_soldier_AR_F"; _unit addVest "V_21_EPOCH"; _unit addWeapon "arifle_MXC_Holo_pointer_snds_F"; _unit addMagazines [("30Rnd_65x39_caseless_mag_Tracer"), 6]; _unit addPrimaryWeaponItem "optic_Holosight"; _unit setCombatMode "RED"; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; Thank you classified787 appreciate that :) Link to comment Share on other sites More sharing options...
Suppe Posted April 25, 2015 Author Report Share Posted April 25, 2015 On 4/25/2015 at 9:00 PM, Robio said: Looks like this was built using AISSP... http://www.armaholic.com/page.php?id=19832 http://lostvar.com/AISSP/AISSP.html Maybe give credit to the original author if it was. ohh, yes, sry.... credits were at the beginning of time there .... I accidentally overwritten.... added again :D RC_Robio 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 26, 2015 Report Share Posted April 26, 2015 I have an error on this line in green for some reason if(_cPos in allMapMarkers)then{ _centerPos = getMarkerPos _cPos; }else{ if (typeName _cPos == "ARRAY") then{ _centerPos = _cPos; }else{ _centerPos = getPos _cPos; }; }; RPT log if(isNil("LV_ACskil> 20:15:47 Error position: <getPos _cPos; }; }; if(isNil("LV_ACskil> 20:15:47 Error getpos: Type String, expected Object,Location 20:15:47 File x\addons\Sector_addon\scripts\LV\militarize.sqf, line 35 20:15:47 "***[sector] Spawned Sector Guards***" 20:15:47 Error in expression <_centerPos = _cPos; }else{ _centerPos = getPos _cPos; }; }; now I haven't used the Sector.sqf script as directed as I have built the area and put it in as part of another pbo, but thinking you need it i put 2 random buildings in so it could still be called and have something in it to call private ["_objs"]; _objs = [ ["Land_Slum_House02_F",[8754.87,25350,-0.648045],1.36364,[[-0.990919,0.134458,0],[0,0,1]],false], ["Land_Slum_House01_F",[8802.89,25348.4,0],0.04,[[-0.990919,0.134458,0],[0,0,1]],false] ]; { private ["_obj"]; _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _obj setDir (_x select 2); _obj setPos (_x select 1); } else { _obj setPosATL (_x select 1); _obj setVectorDirAndUp (_x select 3); }; } foreach _objs; if the error telling me I need to have Military buildings in the sector.sqf script? Azz Link to comment Share on other sites More sharing options...
Suppe Posted April 26, 2015 Author Report Share Posted April 26, 2015 @ Liqu1d have you placed the marker ? the ai spawn on the marker..... looks like the script cant find a center or marker.... Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 26, 2015 Report Share Posted April 26, 2015 The loot box's spawn fine, Item 28 is the center, I didnt pit the Sector C marker in, does it need that? Reveal hidden contents class Markers { items = 29; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; class Item3 { position[]={23742.1,450,16255.3}; name="TraderCityOchrolimni"; text="Trader City Ochrolimni"; type="hd_flag"; colorName="ColorBlue"; }; class Item4 { position[]={3654.71,450,13123.2}; name="WestSpawn"; text="West Spawn"; type="hd_start"; colorName="ColorGreen"; }; class Item5 { position[]={14099.2,450,18490.6}; name="CentralSpawn"; text="Central Spawn"; type="hd_start"; colorName="ColorGreen"; }; class Item6 { position[]={25756.6,450,21221.4}; name="EastSpawn"; text="East Spawn"; type="hd_start"; colorName="ColorGreen"; }; class Item7 { position[]={16868.3,450,12472.4}; name="SouthSpawn"; text="South Spawn"; type="hd_start"; colorName="ColorGreen"; }; class Item8 { position[]={9655.28,450,23126.4}; name="NorthSpawn"; text="North Spawn"; type="hd_start"; colorName="ColorGreen"; }; class Item9 { position[]={8487.35,450,25167.5}; name="DevilsGate"; text="Devils Gate - AI Stronghold coming soon"; type="mil_warning"; colorName="ColorRed"; }; class Item10 { position[]={8564.58,1,25047}; name="sec1"; type="Empty"; }; class Item11 { position[]={8524.13,1,25063.8}; name="sec2"; type="Empty"; }; class Item12 { position[]={8560.39,1,25103.7}; name="sec3"; type="Empty"; }; class Item13 { position[]={8575.01,1,25128}; name="sec4"; type="Empty"; }; class Item14 { position[]={8502.56,1,25091.4}; name="sec5"; type="Empty"; }; class Item15 { position[]={8502.16,1,25144.3}; name="sec6"; type="Empty"; }; class Item16 { position[]={8499.6,1,25176}; name="sec7"; type="Empty"; }; class Item17 { position[]={8589.5,1,25160.5}; name="sec8"; type="Empty"; }; class Item18 { position[]={8411.36,1,25052.7}; name="sec9"; type="Empty"; }; class Item19 { position[]={8462.56,1,25006.1}; name="sec10"; type="Empty"; }; class Item20 { position[]={8331.1,1,25123.9}; name="sec11"; type="Empty"; }; class Item21 { position[]={8272.96,1,25032.2}; name="sec12"; type="Empty"; }; class Item22 { position[]={8435.65,1,24943}; name="sec13"; type="Empty"; }; class Item23 { position[]={8518.81,1,24942.4}; name="sec14"; type="Empty"; }; class Item24 { position[]={8667.58,1,25255.5}; name="sec15"; type="Empty"; }; class Item25 { position[]={8570.53,1,25250.1}; name="sec16"; type="Empty"; }; class Item26 { position[]={8438.87,1,25269.2}; name="sec17"; type="Empty"; }; class Item27 { position[]={8278.16,1,25308.3}; name="sec18"; type="Empty"; }; class Item28 { position[]={8376.31,1,25039}; name="sec_center"; type="Empty"; }; }; }; Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 26, 2015 Report Share Posted April 26, 2015 ok, the markers need to be way above the land. they spawn if i put the markers 80m up, But.... lol, they don't attack, I just been round every one of them, not a single shot, point blank shows in front of others and they still don't shoot at me? Link to comment Share on other sites More sharing options...
ulli_123 Posted April 27, 2015 Report Share Posted April 27, 2015 Same problem Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 27, 2015 Report Share Posted April 27, 2015 They're a friendly bunch, I stroled round the island walking with them, chatting and admiring the view. Was as close to bliss as I could get :) Need them to be mean... MMMMMEEEEAAAAAANNNNNNNNNN... how do we fix this? Link to comment Share on other sites More sharing options...
Suppe Posted April 27, 2015 Author Report Share Posted April 27, 2015 Please be patient, I lack the time currently... on my test server, the bots shoot on me.... and the addon was aktiv for more than 4 weeks on our napf server, testet very often..... but I will check what is going on when I have time ..... Please be patient. @Liqu1d and Ulli have you changed something in the init? Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 27, 2015 Report Share Posted April 27, 2015 Nothing, just added the crate cords, changed the militarized.sqf so they did not spawn in building and other than that I left it as it was :/ Link to comment Share on other sites More sharing options...
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