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Author Topic: Sniper  (Read 1568 times)

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Endless

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Sniper
« on: 24 Jul 2003, 21:33:29 »
How do i make a ai sniper shoot someone from a distance. Like i have a sniper on a hill about 300-400 m's away and i want him to snip so i put a destroy waypoint to the guy i want him to snip and when i start the mission he just comes running down the mountain till he gets really close so he can shoot me. But when he started running i shoot a bullet at him and he layed down and shot me 3 times. So i know he can shoot from that distance i just cant get it to work.

Any Ideas for me?  ??? ???

Gooner861

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Re:Sniper
« Reply #1 on: 24 Jul 2003, 21:38:46 »
I think this wud work but im new to this so it it mite not b rite.
Name the sniper eg sniper1
Name the person u wanna shoot eg man1

In the snipers init field put sniper1 doFire man1. That shud make the sniper shoot the man but im not that sure it wud shoot him from that distance.

Offline Artak

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Re:Sniper
« Reply #2 on: 24 Jul 2003, 21:41:05 »
Try putting this in the snipers init field.

this setunitpos "down"; this setbehaviour "danger"; this setcombatmode "red"; this dotarget yourunitname; dostop this
Not all is lost.

peter

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Re:Sniper
« Reply #3 on: 24 Jul 2003, 22:55:20 »
this setbehaviour "stealth"

would make him behave more like a sniper ...

Offline macguba

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Re:Sniper
« Reply #4 on: 24 Jul 2003, 23:51:33 »
If you put him in stealth there is a danger he won't fire at all.    But combined with doTarget and doFire maybe he will.     Try it and see.  

Making him go prone and not move as Artak suggested is pretty stealthy anyway.

Given the right circumstances (make sure there isn't a bush in the way) and the right commands he will shoot from 300-400m.
Plenty of reviewed ArmA missions for you to play

Tobruk

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Re:Sniper
« Reply #5 on: 25 Jul 2003, 03:28:39 »
Or...if you just want the target dead and it is not critical that the sniper does the killing you could:

create a trigger and set dammage 1.0
add a rifle sound effect to the trigger
and to be really fancy add a voice "sniper!" to the trigger.

I used this procedure to off a commander at the beginning of a mission so that leadership would be passed to the player.

It works well. :D

Endless

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Re:Sniper
« Reply #6 on: 25 Jul 2003, 18:50:25 »
I like your idea tobruk but how do i set dammage to 1.0 in a trigger??

Offline rhysduk

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Re:Sniper
« Reply #7 on: 25 Jul 2003, 19:07:56 »
I htink u can use the CONDITION box of the trigger and also the On Activation box...

i take it u know what to put into them dont ya ?

Rhys

its this SetDammage 1

might require a  <  or a    >    !!
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Offline rhysduk

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Re:Sniper
« Reply #8 on: 25 Jul 2003, 19:09:55 »
I think u can either use teh CONDITION or the ON ACTIVATION feild of a trigger ..... might be wrong though...

CONDITIOn - playername/unitname SetDammage 1 (too kill instantly)

ON ACTIV - playername/unitname SetDammage 1

using 0 will heal him i think but an unsure

Rhys
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Ace

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Re:Sniper
« Reply #9 on: 25 Jul 2003, 19:26:05 »
No, Condition is the circumstances a trigger activates, basically they ask OFP a question like:
EG: not alive player

And when OFP answers that question it will check the On Activation.
EG : hint "You Are Dead"


So for your problem, using Tobruk's solution you shouuld create a trigger like this:

Condition : Man1 distance Sniper1 < 400
OnActiv : Man1 setdammage 1; playsound "Sniper"

Offline rhysduk

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Re:Sniper
« Reply #10 on: 25 Jul 2003, 22:46:30 »
Sorry Ace - i was only trying to help
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max_killer_payne

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Re:Sniper
« Reply #11 on: 25 Jul 2003, 23:01:50 »
rhysduk I don't think Ace was getting at you in any way at all, he was merely telling you that the way you have stated is incorrect. That you don't have to do that.

Tobruk

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Re:Sniper
« Reply #12 on: 26 Jul 2003, 01:38:57 »
Endless, send me your email if you need a rifle sound or a good "sniper!" voice.