cool, thanks again0 and 1 hate each other, but 1 and 1 are friends and so are 0 and 0..
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cool, thanks again0 and 1 hate each other, but 1 and 1 are friends and so are 0 and 0..
//set skills
_aiunit setSkill ["aimingAccuracy",(floor(random 4)+6)/10];
_aiunit setSkill ["aimingShake",(floor(random 4)+6)/10];
_aiunit setSkill ["aimingSpeed",(floor(random 4)+6)/10];
_aiunit setSkill ["endurance",(floor(random 4)+6)/10];
_aiunit setSkill ["spotDistance",(floor(random 4)+6)/10];
_aiunit setSkill ["spotTime",(floor(random 4)+6)/10];
_aiunit setSkill ["courage",(floor(random 4)+6)/10];
_aiunit setSkill ["reloadSpeed",(floor(random 4)+6)/10];
_aiunit setSkill ["commanding",(floor(random 4)+6)/10];
_aiunit setSkill ["general",(floor(random 4)+6)/10];
Hi!
I just saw that you change the script, it seems easier if I'm not mistaken?
Compared to my previous message, I no longer need to create twice the same file for both factions. All but simply change the 0 or 1 in the line parameters added to the file init.sqf?
Otherwise, I came to ask you how to change the skill of the NPC. Some players have had the opportunity of meeting with hostile NPC and friends. In both cases, they found it easy to kill them.
So I looked in the file add_unit_server.sqf
And I saw this part here:
I guess this is where I have to make these changes. The problem is that I do not know what number change ..Code://set skills _aiunit setSkill ["aimingAccuracy",(floor(random 4)+6)/10]; _aiunit setSkill ["aimingShake",(floor(random 4)+6)/10]; _aiunit setSkill ["aimingSpeed",(floor(random 4)+6)/10]; _aiunit setSkill ["endurance",(floor(random 4)+6)/10]; _aiunit setSkill ["spotDistance",(floor(random 4)+6)/10]; _aiunit setSkill ["spotTime",(floor(random 4)+6)/10]; _aiunit setSkill ["courage",(floor(random 4)+6)/10]; _aiunit setSkill ["reloadSpeed",(floor(random 4)+6)/10]; _aiunit setSkill ["commanding",(floor(random 4)+6)/10]; _aiunit setSkill ["general",(floor(random 4)+6)/10];
Edit:
I saw here the same configuration. But yours is different.
_aiunit setSkill ["aimingAccuracy",(floor(random 4)+6)/10];
_aiunit setSkill ["aimingAccuracy",1];
lmao.. yeah.. depending on which version of the lines you have they should i work.. ive been systematically adding more options on the init lines, so you may have to add more..also, with the new files, will the old call line in init.sqf do the same?
again i only ask as i had a set of friendlies (faction 1) set to spawn in an area, i was there when they spawned and they all instantly turned to me and became a firing squad on me!! they had the civilian skins though so assumed it had picked them up as resistance
it depends on what you set the 2 settings for in your create line..ok i'll change that.....after i get my revenge! i went back in a chopper and they shot it down, so this is personal now!
any idea on the patrol radius, each time they all spawn i can guarantee where they will end up, and they then stay in that spot
I'm working on something right now that I can upload later that will do it. It's pretty easy though yeah.can you let the AI respawn like the zombies
when you kill zombies they will respawn after 2 a 5 min
can you do this also with AI ?
it depends on what you set the 2 settings for in your create line..
there is 1 for patrol radius, and 1 for waypoints.. the patrol radius is used only by the waypoints.. the higher the patrol radius, the farther away it will put your waypoints, and the more waypoints you put, the more thoroughly they will cover the patrol radius.. if that makes sense.. if you have a patrol radius of 100 and a waypoint of 1, they are just gonna stay in the same spot.. if you have a patrol radius of 50 and a waypoint of 5, they are going to move between 5 different locations that are between 0 and 50 meters away.. they always stand around for a bit, because they sit at a waypoint for a certain duration before moving on to the next waypoint, but adding more waypoints and increasing the duration will make them move around more..
i see what you mean, but when i added some to certain cities i had something like 500 radius and 100 waypoints, and every single time they ended up camped directly outside the airfield, same spot. i could watch from far away with sniper rifle and see they didnt move on from there, it's as though it was their end point. its as though they spawned and just headed due east for all 100 waypoints, reached the end and stopped.
also if you do create the respawn script, could it be an optional variable. it's still quite nice to know if you've killed 15 guys you aren't going to be shot in the back by them respawning two mins later. maybe a variable for each add line to say canRespawn or something?![]()
I've heard other people say that as well. Mine all continue moving around.
Time to play about with the options, I'd like to have fixed points so they don't patrol, eg add a sniper to a deerstand who shoots anyone who walks/drives past - Would i set the patrol radius to zero or would i need to edit the "MOVE" command ?
Thanks d0pefishI'll try that
I need to sort out the set skill levels first, I'd like them a bit more hardcore or maybe have them see and engage from longer ranges but not be a crack shot, so they will shoot at people but it might take them a few shots before they hit the target.
At the minute they get killed quite easily and don't respawn until a server restart.