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Author Topic: Making AI units hide within a certain radius.  (Read 1875 times)

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Offline laggy

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Making AI units hide within a certain radius.
« on: 08 Jun 2010, 22:51:11 »
Hi all,

Searched this forum, but only found a link to "dev heaven".

findCover and setHideBehind are apparently not implemented or at least not functional in ArmA2, right?

Does anyone have any good suggestions for how to make AI units (with AI leader) hide within let's say a 50m radius, finding a cover of some sort and stay there hidden?

setBehaviour "STEALTH" is not enough as the AI just lays on the ground, and I want them to use a bush, tree, haystack, house etc. of some kind.

Grateful for advice, want to avoid nearObjects if possible.

Laggy
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Offline h-

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Re: Making AI units hide within a certain radius.
« Reply #1 on: 09 Jun 2010, 08:12:19 »
Quote
findCover and setHideBehind are apparently not implemented or at least not functional in ArmA2
I think some commands work in .fsm only so those might be couple of those few.. :dunno:

Don't quote me on that hough but I remember hearing something like this back in A1 days..
« Last Edit: 09 Jun 2010, 08:16:39 by h- »
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Offline laggy

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Re: Making AI units hide within a certain radius.
« Reply #2 on: 09 Jun 2010, 19:29:25 »
Hmmm...

Thanks, that's a shame if it is true. I was really hoping to find an easier solution than the FSM enigma.

Does anyone have an idea for a workaround in SQF ?

Laggy
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Offline h-

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Re: Making AI units hide within a certain radius.
« Reply #3 on: 09 Jun 2010, 21:54:59 »
FSM isn't really that hard if someone explains it clearly, like in here.

Of course it takes to while to get into it..
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Offline nikita320106

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Re: Making AI units hide within a certain radius.
« Reply #4 on: 18 Jun 2010, 12:51:18 »
may be something like
Code: [Select]
_x commandRadio "SentCmdHide" will be enough??

Offline Wolfrug

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Re: Making AI units hide within a certain radius.
« Reply #5 on: 18 Jun 2010, 14:19:07 »
@nikita

I never even noticed the commandRadio command before - what, praytell, does it do? And where can you get the radio commands, since the BIKI is very unhelpful when it comes to examples and whatnot. But I guess that if you could access the default "take cover" routine (accessible via the radio) then maybe that would be simple and enough?

Wolfrug out.
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Offline Manzilla

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Re: Making AI units hide within a certain radius.
« Reply #6 on: 19 Jun 2010, 20:47:49 »
Yes, I'm curious to see what it actually does as well. Using the radio would be fine with me, and useful too.

Offline nikita320106

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Re: Making AI units hide within a certain radius.
« Reply #7 on: 24 Jun 2010, 08:40:32 »
sure,
tested that, and alot of radio command from radio menu is worked.
but I'm think that should insert some pause after scripting command, cause radio_command broadcasting  by side(or global) channel via radio_sound and chat and takes some time.
comands list we can get from CA_Dubbing config.
edit)
sorry for late response and badengliz)
« Last Edit: 24 Jun 2010, 08:44:26 by nikita320106 »

Offline F2kSel

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Re: Making AI units hide within a certain radius.
« Reply #8 on: 24 Jun 2010, 14:43:27 »
Although it broadcasts the command it doesn't seem to have real effect on units when I've tried it.

Offline twisted

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Re: Making AI units hide within a certain radius.
« Reply #9 on: 31 Jul 2010, 17:33:59 »
this lack of hide is really a pain - especially when bis had findcover working and then removed it. solus' awesome slx has a script that does replaces but it would be useful to have a standalone.


Offline kju

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Re: Making AI units hide within a certain radius.
« Reply #10 on: 31 Jul 2010, 21:38:24 »
nikita320106  :good:

Works even for gestures.  :clap: