JBOY AI Forced Movement Via Waypoints
Вставка
- Опубліковано 18 лис 2024
- Demonstration of script you call from editor placed waypoints which allows AI to move anywhere they would not normally move. It is great forcing units to walk on rooftops, large rocks, cross bridges, crawl through pipes, custom building paths, etc. Force your AI to look natural walking through buildings, on roofs, etc.
You can download the sample mission from the BI forums here:
forums.bohemia...
The god of scripts is back!
Haha, thanks buddy.
Nice job Johnnyboy!
This would seriously add to the atmosphere for patrolling features in a mission upping the immersion quite a bit!
Thanks Gunter! Good to hear from you, I hope life is treating you well.
@@johnnyboy8657 Welcome! Ya glad your still around working on code, im always on BI forums ;) But with your code here imagine if the concepts here could be made into an ai mod.
Combine with animations, ai enhancement, and other actions you could have a well rounded ai mod that would be like an upgrade to Arma.
Long live the altis paramilitary association, johnny bravo
“It’s immersion breaking, and it looks really duummbb.” 😂 I couldnt agree more
Haha, yep.
Really good to see you back! Looking forward on what's on your development horizon. I'll still stand in saying that SOG AI is a total game changer for Arma, and it's hard to live without it now! Keep it up!
Thanks man. Feedback like this keeps me going.
@@johnnyboy8657 I've answered loads of comments about controlling AI on forums, and pointed them all to SOG AI. I don't know your plans, but the only missing part I feel to SOG AI is to have it running when you don't have any AI in your squad at the start of a mission. Good example is Liberation. You buy AI during the mission, but SOG AI doesn't recognise it. It wants you to choose from it's default list. This does work for Antistasi, however having this work in other scenarios would be great.
@@johnk5165 You're right. The problem was knowing which scenarios intend AI to join later (so I shouldn't allow spawning a team), and which scenarios will not have AI join later (so I should allow spawning a team). So for many popular missions like Antistasi it will do the right thing, but not all. I should make a CBA setting so for those missions I didn't think of, you can set it the way you want. Thanks.
Oh, yeah, johny boy is back. "Welcome back, commander." ;)
Haha, thanks man.
good to see u back jb
amazing script
ty
Thanks man!
you always bring the fire to the table! love this!
Thank you sir!
@@johnnyboy8657 i think i can speak in the name of the arma community... we are glad to have you on board
Thank you, you absolute legend. Just what I needed at the perfect time too!
Get busy man!
That is exactly what I needed and it actually reanimated my drive to finish the campaign I was working on. Thank you!
Good to hear. I want to see some creative AI placement and activity!
Awesome video and tutorial ❤
Thanks dude. You can download the demo mission at the BI forum link and tinker with it if you want.
Thank you very much for the hard work my man!
My pleasure!
AI whisperer returns
Haha. I whisper, but I'm pretty sure those AI all secretly hate me.
Jumping/vaulting over an obstacle??? 🙏🙏🙏
I'll think about. Would require Enhanced Movement mod, but def possible.
👌👌👍👍👍👍👍😎💥
Thanks dude!
what a beast man!! any way to make this into a mod with placeable and customizable modules?
So that requires SOG AI or its just scripting and Vanilla? This will be very useful for Purple Haze missions. You reckon that would function in tunnels ?
It does not require SOG AI. Just requires my scripts. It will work in tunnels, but may be tedious to place waypoints in tunnels (narrow places to move camera in editor to find spot for waypoint).
@johnnyboy8657 tedious is my middle name. Awesome work Mister.
@@dunklik6089 You are just the guy to bring those tunnels to life my friend!
@johnnyboy8657 no pressure 😅. But yes I do have something up my sleeve and this definitely will help out even more ...
Does this also work for climbing up/jumping via enhanced movement? is there a way to make them do that using your script?
No it doesn't. But it's possible as I've done it with other scripts in the past. But don't have time to pursue that right now.
hi jb
Is there possibility of adding mounting/dismount scripted waypoints in the same way?
Definitely possible for boarding. For fast boarding of vehicles, you could use the script as is now to quickly move units to exact position next to vehicle (back of truck, driver side door, whatever), followed by another talk or scripted waypoint where you added the assignAsCargo and moveInCargo commands.
@@johnnyboy8657 wait, are there more waypoint activation codes other than the ones used in the video that can be used in this script?
@@6komodo6 You can put any code into a Talk or Scripted waypoint. So my suggestion is use my scripted waypoints to get unit to move to exact position you want next to vehicle, and then add another Talk or Scripted vanilla waypoint with sqf commands that force unit into vehicle. I choose Talk or Scripted waypoints because they don't have any logic associated with them except whatever code you put into the activation box.
Fast boarding is a good idea, so I may create a short example of how to do that. But it may be a few weeks before I get to it. I'm leaving on vacation in a few days and pretty busy right now.
@@johnnyboy8657 nw dude, take care, u already giving us much to tinker with, ty and have fun
Will this work with vehicles ? Thanks
No, I'm afraid not. This is strictly for infantry. AI driving and vehicle manipulation is a whole different nightmare problem to solve. Although, I did come up with a good solution for boats. See my AI boat script video. Land and air vehicles are different though.
Will this work with Vehicles and Tanks too?
No. This is strictly for infantry AI movement.