Member
Last active 8 years ago
Thank you, one of the best mods along with AI and gameplay mods so far. Its a must have. Chapeau !
No, readiness is more local. its if the AI will patrol around, walk, use statics/garrison. Low readiness make them stay in the middle waiting, somewhat. . Hope i did not mistake.
I have seen my defensive AI, who had no more obj to capture, regroup like 3 to 4 groups to defend from a incoming enemy assault. The level of intel was set to high, i do not know if this is tied or not. But apparently, if the AI know something nasty is coming, he does indeed react. Loves this mod.
Good evening.
I got some help and this is working:
_radius = 800;
_numPlayersByEntity = {_x distance getMarkerPos "Mark" < _radius} count allPlayers;_number = (count ([getMarkerPos "Mark", 1000, ["GUER","entity"]] call ALIVE_fnc_getNearProfiles));
_result = (_number - _numPlayersByEntity);
hint format [" %1 players. %2 ALIVE entities. %3 ALIVE AI entities.", _numPlayersByEntity, _number, _result];
Now i can have the count without players included.
Hello.
Yes indeed its from the QCB modules spawns. Have this with 0.9 and 1.0 (vanilla CBA+ALIVE).
Maybe it is working as intended or my Arma have some issue, i do not know about this.
Anyway for curiosity i am also getting Ghillies boys, crewmen, pilots and such.
This happen to me actually at Pyrgos with a civilian module and low density of vehicles.
Usually the AI seem to use a Platoon level (3-4 entities) to attack and at least one to defend/occupy. Try to add the total number of base, + 4 and then some more to see how it behave? I guess more experienced people could answer.
Hello.
I did try this and some other way and it does not work.
I can't get the right count of player close to "Mark" then get it subtracted from the Alive entities count.
I placed 2 ALIVE groups, then the player himself into the 1000 meters area.
_playerCount = {isPlayer _x} count playableUnits;
hint format ["Active players count is %1 .",_playerCount]; // give 1
sleep 4;
_playerClose = {isPlayer _x} count (position player nearEntities ["Mark", 1000]);
hint format ["%1 player(s) supporting AAF forces.",_playerClose]; // give 0
sleep 2;
_number = count ([getposATL Mark, 1000, ["GUER","entity"]] call ALIVE_fnc_getNearProfiles);
_result = (_number - _playerClose);
sleep 2;
if (_result > 1)
then {
hint format ["There are %1 AAF squads.",_result]}
else {
hint format ["There is %1 AAF squad left.",_result]
}; // give 3
My code must be wrong anyway but still i can't see where :x.
Hello, i am newbie in scripting and did this code to trigger some event in a mission for dedicated server i am working on.
If the AAF ALIVE AI entities are great than 2 in a designated area, it should fire the trigger.
But i found out that ALIVE take into account the player as an entity (?). I would like to know if there is a way to filter out the player.
(this && (triggerActivated JoinTrig)) or
count ([getposATL thisTrigger, 1300, ["GUER","entity"]] call ALIVE_fnc_getNearProfiles) > 2
sorry for my bad English.
Thank you for the link. So if i understand; i put this into my ALIVE (required) init field and voilà.
ALiVE_MIL_CQB_CUSTOM_UNITBLACKLIST = ["I_diver_F","I_diver_TL_F","I_diver_exp_F"];
Just tried it and it does work ! Thank you a lot. It's weird that AAF spawn divers into building, but that's another story :D
Have a nice evening.