OFPEC Forum
Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: Undeceived on 31 May 2011, 00:19:47
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Hello!
I was surprised but actually there is not yet a thread about this (AFAIK after searching):
Is there a way to remove the random animals? I'm not talking about those who appear when you use the animals module. I mean e.g. the rabbits on the roads which sometimes destroy my cutscenes because the (human) AI is so considerate (I mean STUPID) and doesn't ride over them - causing chaos in the pathfinding... >:(
Do you know how to do that? Preferably in a trigger area? :)
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You could try setting a trigger of wanted size, activated by civilian, repeatedly and in the on act. field:
{if (typeOf _x == "Rabbit") then {deleteVehicle _x}} forEach thislist:dunno:
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Ok, I'll try that! :D Thanks, h-!
"Activate by civilian": Does that mean that the animals are in the civilian side and always when a rabbit enters the trigger area, it will be activated?
Thanks for your help!
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Does that mean that the animals are in the civilian side and always when a rabbit enters the trigger area, it will be activated?
At least in the configs they are set to the civilian side so that's how it should work.
You can also try "anybody".
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h-, I implemented your code and for a while it worked. Thank you very much!
But today I tested the cutscene again and again there were rabbits on the road messing the scene up. :D This time they even "worked" in a team of two... :scratch:
Is there anything else I could try to get rid of these gadflys?
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The script works fine here, I don't think you can get rid of the gadflys though.
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Sorry for wasting forum space without being helpful...
But, this has been a growing problem since the reliable OFP game engine days.
The BIS games get better and better in terms of gameplay, but for us "cutscene directors" it's a nightmare.
The AI and environment is now more real and unpredictable, unfortunately you can't turn it OFF.
I wonder if the new "play video" function was implemented partly because of this issue.
Record your scene on video and make it the cutscene... No risk of rabbits messing up the cutscene.
In the good old OFP days the AI was stupid, but at least it did what it was told during cutscenes.
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h-, I implemented your code and for a while it worked. Thank you very much!
But today I tested the cutscene again and again there were rabbits on the road messing the scene up.
It might work better as a script instead from a trigger. :scratch:
One thing that will work is to use the command enableEnvironment (http://www.ofpec.com/COMREF/index.php?action=details&id=547&game=All) but that shuts down the environment completely = all environmental animals and sounds.
And laggy, you can turn off the AI (disableAI (http://www.ofpec.com/COMREF/index.php?action=details&id=105&game=All)/enableAI (http://www.ofpec.com/COMREF/index.php?action=details&id=545&game=All)/enablAIFeature (http://www.ofpec.com/COMREF/index.php?action=details&id=1302&game=All)), obviously if you disable enough of it it does nothing and you then have to script it to do everything.
I don't have experience with enableAIfeature but at least it sounds you can cut off some behavior from it.
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One thing I noticed I never get more than one rabbit at a time although it lists several entities. I spawn a bomb at the entity it only spawns at the single rabbit.