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#1 Posted at 2012-08-19 21:51        
     
Question 1:

How can I spawn a regular flare or smoke grenade in the editor? Not from a bot, just lying on the ground.

Question 2:

How can I make AI's charge? Whenever I try to make 1 faction charge an enemy defensive line they just stop running as soon as 1 shot is fired and go prone. I want the attackers to run right into the defenders faces right before firing.

I want something like this:

http://www.youtube.com/watch?v=BVU76q-Q-rc

PS: Foxhound did you really have to lock that, you could have just told me and I would have changed it.


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#2 Posted at 2012-08-19 22:42        
     
1. Flares extinguish when they hit the ground so you need to spawn them in the air and they'll fall slowly.

myFlare = "F_40mm_Red" createVehicle [getMarkerPos "mrkFlare" select 0, getMarkerPos "mrkFlare" select 1, 250];

Smoke is even more simple:

mySmoke = "SmokeShell" createVehicle getMarkerPos "mrkFlare";

2. That's stupid tactics so even stupid AI won't want to do something like that. But you can try putting a MOVE waypoint near where you want them to go and have that set to CARELESS/FULLSPEED. Then right after it have the Search and Destroy waypoint or something and change their behaviour after that. The main problem is if you don't have the CARELESS they're gonna stop and hide and shoot. But if you do have them CARELESS they aren't going to run. Maybe try a moveTo command or something?


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#3 Posted at 2012-08-19 22:48        
     
# Pirin : 1. Flares extinguish when they hit the ground so you need to spawn them in the air and they'll fall slowly.

myFlare = "F_40mm_Red" createVehicle [getMarkerPos "mrkFlare" select 0, getMarkerPos "mrkFlare" select 1, 250];

Smoke is even more simple:

mySmoke = "SmokeShell" createVehicle getMarkerPos "mrkFlare";

2. That's stupid tactics so even stupid AI won't want to do something like that. But you can try putting a MOVE waypoint near where you want them to go and have that set to CARELESS/FULLSPEED. Then right after it have the Search and Destroy waypoint or something and change their behaviour after that. The main problem is if you don't have the CARELESS they're gonna stop and hide and shoot. But if you do have them CARELESS they aren't going to run. Maybe try a moveTo command or something?

Where do I put those codes? On a trigger?


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#4 Posted at 2012-08-19 22:53        
     
2. You could put the skill level of the Ai down as well as the waypoint behaviour too a dumbed down level too.

1. If you use Pirin's advice you can change the type of explosive your spawing with this link http://community.bistudio.com/wiki/ArmA:_Weapons there are alos some simple bombing and arty simulateing scripts I use all the time here are two:

http://forums.bistudio.com/showthread.php?112326-Supereasy-random-artillery-fire-script

&

http://www.armaholic.com/page.php?id=15613

hope that helps.


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#5 Posted at 2012-08-20 22:04        
     
Whenever I set the AI to careless they just walk, even if the Waypoint also says that the speed is full.


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#6 Posted at 2012-08-20 22:11        
     
Yup, I mentioned that. :) Using Delta formation seemed to help a little bit when I was testing it.


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#7 Posted at 2012-08-20 23:04        
     
# Pirin : Yup, I mentioned that. :) Using Delta formation seemed to help a little bit when I was testing it.

Delta doesn't do anything. How do I use the moveTo thing, that might work.


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#8 Posted at 2013-02-15 04:49        
     
sorry guys i just really want to know this and would help alot would anyone be able to give me the name of the flare so i can have one by spawning it in the editor in my inventory in game (a 40mm one )


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#9 Posted at 2013-02-15 16:14        
     
^
FlareRed_M203 for BluFor
FlareRed_GP25 for RedFor


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#10 Posted at 2013-02-17 00:32        
     
ok yes i had that name and i tried this addmagazine , this addweapon etc and it didn't work .. do you happen to know the script for putting it into your inventory ? if you do that would be very helpful


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#11 Posted at 2013-02-17 01:24        
     
^
Making alot of assumptions here but... assuming that you are revising a default grenadier unit w/a default loadout (secondary slots are full) via its init string you would first have to remove one of the default 203 rounds or sidearm mags (this removemagazine"*") before adding another (this addmagazine"*"), otherwise the edit won't be recognised.


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#12 Posted at 2013-02-19 02:07        
     
oh thanks i realized my problem ... i forgot to put the " " in ahaha wow thanks again :D