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Author Topic: Setting poor accuracy not intelligence  (Read 841 times)

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heron

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Setting poor accuracy not intelligence
« on: 22 Dec 2005, 21:21:08 »
Chaps,

I want to surround the players with a whole heap of trouble, or more important have them fleeing many troops, who are firing round after round in their general direction. But I want them to miss most, if not all, of the time time, simulating incredibly poor training and accuracy.

Setting the Skill level to low however just seems to cripple their general willingness to fire, makes them prone to missing enemy troops standing beside them and generally turns them into Boy Scouts instead of soldiers; ie their overall AI level craps out and not just their accuracy.

If anyone has any ideas I'd be grateful, please. Cheers!

-h-

Offline 456820

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Re:Setting poor accuracy not intelligence
« Reply #1 on: 22 Dec 2005, 21:25:44 »
set their skill to full and then add this in their init line

this setdammage -1

that will make them all wobbly and shake alot and very rarely hit things but when they are hit they will not wobble as much as they would because it sets their dammage to 0.3 or whatever and not -1

but it does work have a go make you the player and set dammage yourself to -1 and then start shooting and then see how much you wobble

Offline RujiK

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Re:Setting poor accuracy not intelligence
« Reply #2 on: 23 Dec 2005, 05:43:32 »
Or if you want to go the complicated but more realistic way add a ton of fired event handlers that make any bullets shot swere around some thus making the shots less accurate.
I like your approach, lets see your departure.
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Offline 456820

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Re:Setting poor accuracy not intelligence
« Reply #3 on: 23 Dec 2005, 09:20:34 »
Quote
Or if you want to go the complicated but more realistic way add a ton of fired event handlers that make any bullets shot swere around some thus making the shots less accurate.

ive tried that and its very good but can cause a bit of lag if theres a large fire fight on at the time but it all depends on what the mission maker prefers and what suits the mission best

Offline SEAL84

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Re:Setting poor accuracy not intelligence
« Reply #4 on: 23 Dec 2005, 20:24:46 »
Or just use the JAM3 addon, which has high-dispersion magazines for weapons.  No additional scripting needed, and you'll have rounds whizzing every which-way.

You can find it over at ofp.info.

Offline Terox

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Re:Setting poor accuracy not intelligence
« Reply #5 on: 23 Dec 2005, 22:11:18 »
if you dont mind using addons
Use invisible targets.

These have a =ery high threat value to an enemy which will make thyem fire at the target in preference to any unit.

have these invis targets randomly select a unit from an array and have the target then setpos at [x,y 0.8] above the units  heads.
If you use the armour target as well as an infantry target, you will also have laws and other AT weapons launched at the unit, and flying over his head

Very nice effect

script would be server side and look something like the following


INIT.SQS
tx_rndselect = preprocessFile "rndselect.sqf"

MISSION EDITOR
Place the following line in the init field of the invisible target
this exec "invistarget.sqs"



INVISTARGET.SQS
Quote
_invis = _this select 0
_array = [array of unit id's]
_height = 0.8


#START
_rnd = 1 + (random 3)
~ _rnd
if(count _array == 0)then{exit}
_target = _array call tx_rndselect
if!(alive _target)then{_array = _array - [_target];goto "Start"}
_a = getpos _target select 0
_b = getpos _target select 1
_invis setpos [_a,_b,_height]
goto "START"


RNDSELECT.SQF
Quote
//RandomSelect 1.1 by Daddldiddl

private ["_list","_ntotal","_random","_result","_target"];

_list=_this;
_ntotal=count _list;
_random=random(_ntotal);
_result=_random - ((_random) mod (1));
if (_result==_ntotal) then {_result=_result-1};
_target=_list select _result;
_target

« Last Edit: 23 Dec 2005, 22:22:47 by Terox »
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heron

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Re:Setting poor accuracy not intelligence
« Reply #6 on: 24 Dec 2005, 13:23:09 »
Excellent suggestions, thanks very much! Not entirely sure I can cope with the scripting but I'll give it a go. And yeah, it would be excellent to have armour and RPGs etc going overhead. I'll work on it!

Once again, thanks, and Merry Chrimblemass.

-h-