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Author Topic: I've got a blind sniper ...  (Read 667 times)

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GreenPea

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I've got a blind sniper ...
« on: 16 Jul 2005, 13:23:07 »
I've got a sniper setup, waiting for a radio command to fire. That's all good & well, but when I give the command he does sweet f.a.
    In the snipers Init. Field if used "this setCombatMode "GREEN", and the radio trigger uses Sniper setCombatMode "YELLOW".  It works, I know this much because he opens fire on two M2 machine-guns but none of the infantry lolling about the place.  So I figure it's because the sniper doesn't know that they are there, so I tried messing about with a few things like "Sniper DoTarget Sentry" but no joy.  Can someone set me straight here?


John Smith

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Re:I've got a blind sniper ...
« Reply #1 on: 16 Jul 2005, 13:45:19 »
The problem is that when a soldier on a machine gun is killed the enemy still sees the machine gun as a threat. My best advice is, either make the machine guns empty or get rid of them altogether, they distract the enemy to much.

Offline sharkyjoe

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Re:I've got a blind sniper ...
« Reply #2 on: 16 Jul 2005, 15:35:59 »
I have tried player Sniper vs AI sniper as well as a sniper on your team set to engage at will. I think there is a Value target Order it does.

I think (I maybe wrong) Order is:

Anythreat that is Shooting at Sniper.
M2 machine gun
Officer
Machine Gunner or Medic (depending??)
RPG / LAW.
Ect....

They kind of have a mind of there own.
I think there is some Search threads on this and Some Scripts in Editors Depot. That my help out.

Maybe try a E. Loon shooting Gallery.

Set up E. Loons with no magazines in weapons, ranging from Officer to Plain Soldier set to aware and patroling. You are separate from your Side sniper and see what he does.
Also Distance does matter. Too short and Too Long affects the shooting. Look into set View-distance and maybe a spotter with him.

Hope this helps  ::)
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance

Offline Blanco

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Re:I've got a blind sniper ...
« Reply #3 on: 16 Jul 2005, 16:25:06 »
Quote
The problem is that when a soldier on a machine gun is killed the enemy still sees the machine gun as a threat.

True, but solveable with a small script.

Code: [Select]
;[name of gun] exec "emptygunfix.sqs"
; by Blanco
_gun = _this select 0
_guntype = typeof _gun
_gunposx = getpos _gun select 0
_gunposy = getpos _gun select 1
_gunposz= getpos _gun select 2


#checkcrew
?!alive _gun : exit
?((count crew _gun) == 0) :_gundam = getdammage _gun;_gundir = getdir _gun;goto "createnewgun"
~1
goto "checkcrew"

#createnewgun
deletevehicle _gun
_newgun = _guntype createvehicle [0,0,0]
_newgun setpos [_gunposx,_gunposy,_gunposz]
_newgun setdir _gundir
_newgun setdammage _gundam
_newgun lock false
~.5
exit

It's drastic because it deletes and re-creates the mg when the gunner is killed, but it works.

 
« Last Edit: 16 Jul 2005, 19:22:10 by Blanco »
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Offline 456820

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Re:I've got a blind sniper ...
« Reply #4 on: 16 Jul 2005, 18:51:23 »
Quote
The problem is that when a soldier on a machine gun is killed the enemy still sees the machine gun as a threat. My best advice is, either make the machine guns empty or get rid of them altogether, they distract the enemy to much

ahh thats kind of true and false in one of my sniper missions my ai sniper takes care of the M2 guns and then starts wiping out the infantry but on an infantry mission ive got wherer you land on a beach all the infantry engages the M2 even thought the gunners dead they keep firing until its destroyed

but i dont beleive no one has thought of this

create the M2 call it for example MG1

then create a trigger condition field
!alive MG1G
on activation
MG1 setcaptive true

that should captive the machine gun when the gunner is dead it should work but ive never tried it i ususally just setdammage it 1 instead of setcapitve

Offline Blanco

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Re:I've got a blind sniper ...
« Reply #5 on: 16 Jul 2005, 19:14:17 »
Quote
but i dont beleive no one has thought of this

Yes I did :)
It seems that a M2 Machinegun is a serious threath for infantry soldiers, even when you set it captive, moveingunner a gamelogic,...I tried a lot of other stuff ... AI will keep firing upon it.
(I don't think you can set empty stuff captive.)
It looks like they are in some kind of berserk mode the time being. :) The only thing they see is the M2.

The only way I could find is the drastic way as described above.
Then you can use the M2 (or whatever the guntype is) against your enemy.





« Last Edit: 16 Jul 2005, 19:28:23 by Blanco »
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GreenPea

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Re:I've got a blind sniper ...
« Reply #6 on: 17 Jul 2005, 12:28:14 »
Appreciate the feed-back.
I think you guys misunderstood, kinda, my bad... although other infantry in the mission do sit there poppin' away at the empty M2, I hadn't gotten round to that problem;
Mission starts you lead a team to assault a base (hooray) and one of the radio commands you can issue is "sniper open fire", conundrum being that he only shoots the M2 crew-men then sits there.  I got guys in towers defending the base, ranging from 50-100m from the sniper (in open view) and he wont fire at 'em untill they open-up on the players assault team.  This lead me to believe that the sniper can't see 'em till they fire.  Was wondering if theres a way of forcing the sniper to be aware of certain units, thereby making it possible to shoot them and only them. For instance, m2 crews and tower-sentries...

Offline 456820

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Re:I've got a blind sniper ...
« Reply #7 on: 17 Jul 2005, 12:31:09 »
the reveal unit command look in the comref

Offline sharkyjoe

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Re:I've got a blind sniper ...
« Reply #8 on: 17 Jul 2005, 19:21:00 »
Well Try knowsAbout found in the Comrefer. under Editors Depot sub catagory OnLine References into Commands.

Really go there and check out the Comments section.

Then while in same section go to The Real Armstrong's thread he provides. Very Informative.

While you're there, Look up Dotarget and Dofire.

Put these in a right order sequence and/or script and you should have a good sniper Tweaked up as best as OFP will allow. :gunman:
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance

GreenPea

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Re:I've got a blind sniper ...
« Reply #9 on: 18 Jul 2005, 10:55:59 »
Okay got my sniper to take out the guards.  Had to move him closer to and use the reveal/doTarget command on all four tower sentries. Good stuff, cheers for the help all, now anyone know a good fix-all for haemaroids?