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Can AI Halo spawn?


Bricktop

Question

I'm looking for "Smart AI"?

I'm not even sure what that is but that's what they called them ...

Someone told me they've seen AI:

1) Halo spawn back in after being killed

2) Do missions

3) Loot for supplies 

- Is this possible? 

I've seen AI do some cool stuff but not sure about these ...

Thanks ~

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12 hours ago, Bricktop said:

Good Vid but how do I pull this in to my server?

Is it just the .sqf file I add to the mission pbo after I make it in the editor?

Sorry but not much experience with the editor except for map addons.

Thanks @ juandayz

u can call it using the same way you call the map addons. Put at top if (isServer) then {   .................. };

 

here you have another example. i use it to spawn 2 Ai near of a player. ( i call it trouhg adm tools as adm event)

Spoiler

 ////////////CREATE THE FACTION///////////

//OPFOR

///ENEMY OF BLUFOR AND CIVIL FACTION

_this = createCenter east;
                _this setFriend [west, 0];
                _this setFriend [civilian, 0];
                _center_1 = _this;    

 ///////////////////////////////////////////////////////////////////    

///////////CONFIG AI///////////////////////////

///_crazytype = select a random models to use in AI

///_weapon = select random wepon to give to AI
                _crazytype = ["INS_Bardak","TK_INS_Bonesetter_EP1","TK_GUE_Soldier_MG_EP1","TK_CIV_Worker01_EP1"] call BIS_fnc_selectRandom;
                _weapon = ["MakarovSD","MP5SD"] call BIS_fnc_selectRandom;
////////////////////////////////////////////////////     

///////////////////// FIRST UNIT SPAWN 40mts around the player////

////////////remove all weapons unit and add _weapon defined above
                _group_1 = createGroup _center_1;
                              
                _crazy = objNull;
            if (true) then{
               
                _this = _group_1 createUnit [_crazytype, getPos player, [], 40, "CAN_COLLIDE"];
                _crazy = _this;          
                removeAllWeapons _crazy;
                _crazy addWeapon _weapon;

                _crazy setUnitAbility 0.60000002;
 
                
                _crazy addMagazine "8Rnd_9x18_MakarovSD";
                _crazy addMagazine "8Rnd_9x18_MakarovSD";
               _crazy addMagazine "8Rnd_9x18_MakarovSD";
                _crazy addMagazine "30rnd_9x19_MP5SD";
                _crazy addMagazine "30rnd_9x19_MP5SD";
                _crazy addMagazine "30rnd_9x19_MP5SD";
                _crazy addMagazine "ItemBriefcase50oz";
                _crazy addMagazine "FoodSteakCooked";
                _crazy addMagazine "ItemBloodbag";
                _crazy addMagazine "ItemOilBarrel";

                

            };

////////////////////SECOND UNIT
               _unit_0 = objNull;
            if (true) then {
               _this = _group_1 createUnit ["INS_Woodlander1", getPos player, [], 40, "CAN_COLLIDE"];
               _unit_0 = _this;
               _this setUnitAbility 0.60000002;
               removeAllWeapons _unit_0;
               _unit_0 addWeapon _weapon;
               _unit_0 addMagazine "8Rnd_9x18_MakarovSD";
               _unit_0 addMagazine "8Rnd_9x18_MakarovSD";
               _unit_0 addMagazine "8Rnd_9x18_MakarovSD";
               _unit_0 addMagazine "30rnd_9x19_MP5SD";
               _unit_0 addMagazine "30rnd_9x19_MP5SD";
            };
               _this = _group_1 addWaypoint [getPos player, 0];
               _waypoint_0 = _this;   

if u want you can try attach parachutes on AI

_parachute = createVehicle ["ParachuteMediumEast", getPos  _crazy, [], 0, "FLY"];
_crazy attachTo [_parachute, [0,0,3]];

 

or you can use random cases to call diferents groups of ai

_random = round(random(2));

switch (_random) do {    
        case 0 :{

Spoiler

//function to call ai1

spawn_ai1 = {

_this = createCenter east;
                _this setFriend [west, 0];
                _this setFriend [civilian, 0];
                _center_1 = _this;    

 

 

               _crazytype = ["INS_Bardak","TK_INS_Bonesetter_EP1","TK_GUE_Soldier_MG_EP1","TK_CIV_Worker01_EP1"] call BIS_fnc_selectRandom;
                _weapon = ["MakarovSD","MP5SD"] call BIS_fnc_selectRandom;
 

 

                _group_1 = createGroup _center_1;
                              
                _crazy = objNull;
            if (true) then{
               
                _this = _group_1 createUnit [_crazytype, getPos player, [], 40, "CAN_COLLIDE"];
                _crazy = _this;          
                removeAllWeapons _crazy;
                _crazy addWeapon _weapon;

                _crazy setUnitAbility 0.60000002;
 
                
                _crazy addMagazine "8Rnd_9x18_MakarovSD";
                _crazy addMagazine "8Rnd_9x18_MakarovSD";
               _crazy addMagazine "8Rnd_9x18_MakarovSD";
                _crazy addMagazine "30rnd_9x19_MP5SD";
                _crazy addMagazine "30rnd_9x19_MP5SD";
                _crazy addMagazine "30rnd_9x19_MP5SD";
                _crazy addMagazine "ItemBriefcase50oz";
                _crazy addMagazine "FoodSteakCooked";
                _crazy addMagazine "ItemBloodbag";
                _crazy addMagazine "ItemOilBarrel";

                

            };

};

//function to call ai2

spawn_ai2 = {

_this = createCenter east;
                _this setFriend [west, 0];
                _this setFriend [civilian, 0];
                _center_1 = _this;    

 

 

               _crazytype = ["INS_Bardak","TK_INS_Bonesetter_EP1","TK_GUE_Soldier_MG_EP1","TK_CIV_Worker01_EP1"] call BIS_fnc_selectRandom;
                _weapon = ["MakarovSD","MP5SD"] call BIS_fnc_selectRandom;
 

 

                _group_1 = createGroup _center_1;

   _unit_0 = objNull;
            if (true) then {
               _this = _group_1 createUnit ["INS_Woodlander1", getPos player, [], 40, "CAN_COLLIDE"];
               _unit_0 = _this;
               _this setUnitAbility 0.60000002;
               removeAllWeapons _unit_0;
               _unit_0 addWeapon _weapon;
               _unit_0 addMagazine "8Rnd_9x18_MakarovSD";
               _unit_0 addMagazine "8Rnd_9x18_MakarovSD";
               _unit_0 addMagazine "8Rnd_9x18_MakarovSD";
               _unit_0 addMagazine "30rnd_9x19_MP5SD";
               _unit_0 addMagazine "30rnd_9x19_MP5SD";
            };

};

_random = round(random(2));

switch (_random) do {    
        case 0 :{

//call function ai1 if random case is 0

call spawn_ai1;

};

  case 1 :{

//call function ai2 if random case is 1

call spawn_ai2;

};

 

 

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On 8/7/2016 at 8:15 AM, theduke said:

Wicked AI 2.2.0 has the parachuting AIs on certain missions. The mission calls for reinforcements and troops paradrop.  But they are there to help the AIs, not loot missions and such.

 

Quote

  [
        [911.21545,4532.7612,2.6292224],    // Position that units will be dropped by
        [0,0,0],                            // Starting position of the heli
        400,                                // Radius from drop position a player has to be to spawn chopper
        "UH1H_DZ",                            // Classname of chopper (Make sure it has 2 gunner seats!)
        5,                                    // Number of units to be para dropped
        "Random",                            // Skill level of units (easy, medium, hard, extreme, Random)
        "Random",                            // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
        4,                                    // Number of magazines
        "Random",                            // Backpack classname, use "Random" or classname here
        "Bandit2_DZ",                        // Skin classname, use "Random" or classname here
        "Random",                            // Gearset number. "Random" for random gear set.
        "Bandit",                            // AI Type, "Hero" or "Bandit".
        true                                // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
    ] spawn heli_para;

I tried to use this in the "Paradrop" section WAI/Static/default.sqf but nothing happened in-game

I used infiStar to get new cords for the // Position that units will be dropped by

I used infiStar to get the cords for the // Starting position of the heli

What did I do wrong?

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On 8/6/2016 at 8:45 PM, juandayz said:

 

I tried to use the video above but the editor used in the vid and the A2 editor I have are not the same so I don't have the same options ...

Do you know what editor version he is using? I tried to find it but no luck so far - Thank you

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