TerrainIntersect was changed to ATL in 94103. I updated the first post example to use new terrainIntersectASL command which works with the eyePos.
TerrainIntersect was changed to ATL in 94103. I updated the first post example to use new terrainIntersectASL command which works with the eyePos.
Thanks, Sa0K - quick work indeed
Getting the message "The file you are looking for seems to be unavailable at the moment. Please come back later" on Game Front. Not unusual for them, seems it takes their server hours to update (or whatever). Will edit this post when I find the download is working.
It was available after I uploaded it, will check that time to time and reupload if needed. The old example also works, you just need to add ASL after the terrainintersect in LOS.sqf.
Thanks, Sa0k. Still getting the same message on Game Front, but no worries, their server isn't the sharpest blade in the rack. It will probably be OK tomorrow.
Briefly tried the combination of the 16 June PBO with the 93965 beta, the latest asr_ai v1.15.1 & TPWC suppression yesterday - this combination really does change the game, vastly better combat. I also tried it with no_auto_engage, ai_dodge & findcover from COSLX - all seemed to work fine together. All I need to do now is get some more time to play!
Edit: download working OK this morning![]()
Last edited by Orcinus; Jun 26 2012 at 07:39.
Hi All
ive added LOS to the next version of battlezone and - WOW it changes the game play in a big way.
with a bit of creative scripting MLRS's and GRAD's are in the game with AI firing at targets and over hills ,
so far have not seen a missile hit a hill or structure.
my question is , does anyone know or care to guess will these commands be in any ARMA2 updates or just OA?
I've uploaded a slightly reworked version of my AI LOS addon, incorporating the new terrainintersectasl command. As usch, it will only work on beta 94103 or greater.
http://filesonly.com/download.php?fi...AI_LOS_100.zip
Zonekiller, I've been flat out with working on the AI suppression mod, will be in touch soon about a more comprehensive AI LOS mod.
Last edited by tpw; Jun 28 2012 at 12:24.
ive been fooling around with different ways of gathering info on enemys instead of using nearestobjects and only running parts of the code that is relivant at the time
and now can run LOS on 400 AI without FPS drop
not only can they react to a seen target they will switch to the nearest target if one comes closer and can switch again if someone shoots at them and fall back to cover in
buildings ect
im still learning how to make it as a addon without using CBA so it will run on createunit as well as units put in the mission editor - any ideas ?-
Hey guys been trying to keep up to date with whats going on in here, most of it way beyond my level of scripting knowledge. But the results speak for themselves, bloody fantastic...
I have a quick question for a mission concept i'm working on.
Would it be possible to use the new commands to detect if a player can see a certain object. Similar to doing a Detected By trigger. So when a unit has LOS on an object or AI unit whatever, it can set a trigger off which can be tied to an objective?
"Si vis pacem, para bellum"
that is totaly possible![]()
glad to hear ityou've probably guessed the next question...
If you get *insert time required*, could you post an example of how this would be achieved?
I would love you long time... well maybe just a few days, but we can discuss an extension period.![]()