ArmA 3 Mission Making 101: AI Ambush

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

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  • @kolya5658
    @kolya5658 3 ปีที่แล้ว +4

    Very helpful man, thanks!

  • @Aktoto1
    @Aktoto1 ปีที่แล้ว +1

    Thats what i was looking for. thanks

  • @Spacious_GG
    @Spacious_GG 2 ปีที่แล้ว +2

    Perfect! Thanks

  • @redpanda7297
    @redpanda7297 ปีที่แล้ว +1

    Gonna check my code but for somereason my AI teleport to the last waypoint the second the scenario starts

  • @user-yc1dv9ce8l
    @user-yc1dv9ce8l ปีที่แล้ว +3

    How do you make npc to fire more bullets instead of one at a time?

    • @vanhoveyarne3790
      @vanhoveyarne3790  ปีที่แล้ว +5

      I understand you want to make the AI shoot more agressively in terms of full auto instead of semi or burst?
      I did a quick search and this is what I came up with.
      _group1 allowFleeing 0;
      _group1 setCombatMode "RED";
      {_x setskill ["courage",1]}foreach units _group1;
      community.bistudio.com/wiki/allowFleeing
      community.bistudio.com/wiki/setCombatMode
      community.bistudio.com/wiki/setSkill
      Try to adjust settings or change parameters in this code.
      You might want to change some parameters here and there to fit into your mission.
      Now changing AI behaviour is not limited in ArmA 3 but this specific question I think may not be directly solvable.
      See if you can potentially use mods like VCOM AI or LAMBS DANGER to get the AI to do exactly what you want.
      Goodluck with your endeavor, if you have any questions you can contact me and I'll see how I can help you.

    • @Mewmew-y4m
      @Mewmew-y4m ปีที่แล้ว

      @@vanhoveyarne3790 Thanks mate I'm trying to finding the same thing.

  • @JanHaakComposer
    @JanHaakComposer ปีที่แล้ว +1

    How would you deal with the chance these guys get discovered by the player.

    • @vanhoveyarne3790
      @vanhoveyarne3790  ปีที่แล้ว +1

      Because of time management, I'd now work with the HideObject command
      You can either use a module called show/hide which simply needs to be synced with the trigger and the unit.
      You can also put in the attributes of the enemy:
      enemy1 hideobject true;
      and have this in the trigger:
      enemy1 hideobject false;
      The problem with this ofcourse is that the player(s) might walk right over it thinking no one is there.
      If you're working in a mil-sim environment it's probably not doable to do it this way.
      So you either got to put down some objects around the ambush site so that the players can't go in through the sides or simply leave it be and hope your enemies are well hidden enough.
      The most foolproof idea I can think of now would be to add an extra trigger which activates the "go loud" trigger if one of the enemies gets killed.
      This is what the condition would look like:
      !alive enemy1 || !alive enemy2 || !alive enemy3 ...
      If you want my help I could help you out on discord if neccesary: HOX#0571
      Goodluck with the mission making!

  • @robertomaganajr1838
    @robertomaganajr1838 ปีที่แล้ว +1

    Subbed 🤘🏼