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Offline NightJay0044

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Sniper issue
« on: 22 Jan 2006, 23:21:16 »
Hi everyone. Here's what I have.

I've placed 2 snipers at a position about 400meters away from an enemy town up hill which is perfect sniping position. The thing is I can't get the snipers to stay alteast 3 to 400 meters away and snipe off enemy's. I've tried using the invisible target addon, they do target and fire at the addon, but they don't target any enemy soldiers that patrol the area. I've used this command line for the snipers only and first waypoint of "hold".

(W4 dotarget E1; W4 dofire E1; W5 dotarget E1; W5 dofire E1

Now, that will make the snipers fire at the target only, and they're hitting nothihng but the grass where the target is.
So how do I get it so the snipers can scan the area atleats 3 to 400 meters away and target and fire at enemy soldiers?

Thanks.
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Offline Tyger

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Re:Sniper issue
« Reply #1 on: 23 Jan 2006, 00:09:17 »
There are many things you can try, and most work part of the time. I've yet to find something that works 100% though. Anyway, here some thing you can try.

Put a trigger covering the entire patrol, and the patrol area they walk. If the patrol members are side West, make the trigger activation West, and if the soldiers are side East make the trigger activation East. Name the tigger something like trig_patrolarea.
NOTE: Make sure you're actually naming it, instead of puting that in the TEXT area.

Now, in the init line of snipers type
Code: [Select]
doStop this; {this reveal _x} forEach list trig_patrolarea

That will make sure the snipers know about the patrol.

Also, create a "spotter" like a black op in a bush very near the patrol route, and group him with the snipers as their leader. Then add this to his init line:
Code: [Select]
this disableAI "MOVE"; this removeMagazines "HK"; this removeMagazines "Pipebomb"; this setUnitPos "DOWN"; this setCombatMode "RED"

When all of the patrol people are killed, just have the snipers first join grpNull and then deleteVehicle the "spotter".
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

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Offline macguba

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Re:Sniper issue
« Reply #2 on: 23 Jan 2006, 00:10:32 »
Make them max skill, give them binoculars, improve the weather and let them have more time to spot their targets.    Snipers are more than capable of shooting at and hitting targets at much more than 400m.

If all else fails try reveal commands.
Plenty of reviewed ArmA missions for you to play

Offline Tyger

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Re:Sniper issue
« Reply #3 on: 23 Jan 2006, 04:34:40 »
My problem with snipers with binoculars is they tend to look and not shoot much.  :P  ;D

But then again, thats realistic to real life.
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

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Offline The-Architect

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Re:Sniper issue
« Reply #4 on: 23 Jan 2006, 10:37:33 »
Ok, here's what I do when I'm creating a sniper position.

I create a sniper and spotter who are in the same team. The spotter can't move (DisableAI "Move") and the same for the sniper. The sniper is wherever you want him to be but the spotter is placed nearer the target.

Here's a diagram.

1. Sniper position.
2. Target.
3. Spotter.



It may not be perfect but I'm sure you could tweak it to suit your needs.


#Image size edited to fit page - macguba[/size]
« Last Edit: 23 Jan 2006, 12:08:33 by macguba »
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Offline 456820

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Re:Sniper issue
« Reply #5 on: 23 Jan 2006, 11:03:51 »
the reveal command could also work here
If that doest work make sure there 100% health so they dont have a bad aim.
If the worst comes to the worst you culd move them slightly closer.

Also depends on how much fog their is maybe improve the weather, and if itas getting dark equip them with NVG's. Maybe use General Barrons info share script this will keep them updated with other soldiers who enter the area. also make sure the gorund they are on is nice and flat and theyre not having trouble from sniping in that area

Hope any of that helps

Offline NightJay0044

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Re:Sniper issue
« Reply #6 on: 24 Jan 2006, 00:24:27 »
All right, hmm where to start.

Tyger~
Hey good idea, I tried it but it doesn't really work at all. It seemed like it worked the first time but now it doesn't work at all even when I used "456820's" suggestion of making the weather better. All right here's what I did for the trigger where the sniper needs to shoot at.

TRIG 1:
AXIS A: 200 AXIS B: 200
ACTIVATION: east
NAME: Patrol

(The trigger is activated by east because, well the east are in the trigger, =)

I have 2 snipers controlled by the AI, but I'm playing as part of the squad, (not the leader) just for the time being until I figure out this. Here is what I put in the leaders "init" field.

INIT FIELD:
Code: [Select]
{this reveal _x} forEach list patrol
That doesn't work. The enemy soldiers are about 350meters away and they are in clear line of site. "Patrol" is the name of the trigger.  Any suggestions?

MacGuba~
Hi, I tried your suggestion and it didn't work. Even with the "reveal command" that Tyger Gave me...

The-Architect~
hey I like your diagram.. ;D

456820~
I tried yours and they didn't work either...

Hopefully something will work for these not very bright AI snipers..

Thanks All.


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Offline macguba

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Re:Sniper issue
« Reply #7 on: 24 Jan 2006, 01:08:37 »
Have you Previewed the mission with the player as the snipers?   Are you sure they actually have a clear line of sight to the target and are not buried too deeply in the bush in which they are hiding?

Do the snipers fire and miss, or do they not fire at all?   Have you used hint format commands to check that your code is working correctly?
Plenty of reviewed ArmA missions for you to play

Offline Triggerhappy

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Re:Sniper issue
« Reply #8 on: 24 Jan 2006, 04:47:49 »
the init line should go in th snipers' init field (leaving it in the leader's couldn't hurt) that way you tell them directly.
are you sure that the patrol is inside the trigger area?

Offline Tyger

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Re:Sniper issue
« Reply #9 on: 24 Jan 2006, 22:48:27 »
yeah, if you put it in the leader's init field, it would probably have to look like this:

Code: [Select]
{{this reveal _x} forEach list patrol} forEach units this

I think that's right.  :P Crazy statement, that is.

Otherwise I can't help you. All I can say is that works on my computer (just tested it). How long have you given your snipers to fire? It takes them about thirty seconds to start firing usually. That might be the problem.

Oh, try doing
Code: [Select]
setViewDistance 1500
in someone's init line and see if that helps...
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

Offline 456820

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Re:Sniper issue
« Reply #10 on: 24 Jan 2006, 22:55:53 »
how about dotarget and fire command not do fire but the fire command where it asks for the muzzle of the rifle that might work
It depends is the sniper firing and missing if not then above wont help