just got a sub from me, needed this exact thing for some Arma scene building with tanks, and didnt feel like adding the tanks firing in photopshop. You got straight to the point and put the script in the description. Youre awesome, thank you!
Very good...I used the same script using a line of tanks at a firing range. I clicked on the gunner in the tank and added the script to him for it to work. For the targets I used tanks, trucks anything that exploded for targets. I was surprised to see the tank still firing at the same target after it was burning. Looks great at nighttime firing....Thanks for this video and script.
first of all, great video... now i want to ask, is there a way to make them (AI) shoot at bursts? when using "sleep 4" they fire like 2 bullets and stop, can it be like fire 3 seconds, wait 1 second and fire 3 seconds and so on?
Thanks & glad it was helpful. FYI this is the advanced version which works a lot better: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-0opszDP8XYs.html
Hello White Raven. I always find myself coming back to your videos. I do hope you can post soon. I have a request. Can you do a video, similar to this one where you force the AI to fire except this time, they're sitting in a turret or a vehicle of some sort. This script doesn't really work for pilots/ gunners/ etc. Helicopters fire flares and turrets don't fire much of anything. Cheers.
Do you think it'd be possible to make it work with a trigger? I'm trying to make an MG shot at a target as soon as you activate a trigger by stepping too close but I'm in a bit of a stall
@@WhiteRaven A well thanks man, no rush of course. I managed to make the AI shot by puting your script in the trigger and replacing this by the unit's name, but he won't shot at the specific target for some reason.
Another good vid man. I had a question. What mods are you running if any? I find it hard to find some of the suggested mods in the workshop as there are about twenty iterations of mods like zeus. Any suggestions on that? Thanks again for the good content.
Thanks and I'm not running any MODs in this tutorial. As far as what MODs to use... that would depend on what you are playing. So If you are running a server or something with your mates then I suggest using MODs from Armaholic esp as that's where most originate. If you are on a 3rd party server i.e a milsim group they 'should' have the information for you (which MODs and where to get them from) if they don't use Arma3sync. If you are using A3launcher to get on specific servers then they will force you to download wherever they get them from. Hope that helps.
@@WhiteRaven Perfect. I was not sure if the editor had full functionality without certain mods as me and a friend play co-op online and so far have been running custom missions. I'll stick with what we have until I'm more accustomed to it. Thanks for the fast response mate! Messing with convoys and air support right now. This game is a trip! Thanks again!
As of right now I have over 40 hours logged in the short time I've owned it. Realistically probably 10 afk hrs looking at editing tutorials, 15 editing and 15 playing /editing? Lol
Man... you are my hero, how can I connect with you. Do you have skype or discord.I had to go through the half the internet to find the solution for ARMA III. Thank you! It's really helpful.
I'm unclear on why it requires the gamelogic at all. The wiki for the 'action' command seems to indicate I could just use the unit itself. Is there some Arma blackbox thing about not using the unit itself for its own 'useweapon' action? EDIT: Never mind! I found this comment in the UseWeapon action description: "NOTE: If 'unitOne' is player object, the player goes into pick up animation before action is performed. If 'unitOne' is a game logic, the action is performed immediately with no animation."
Don't worry about this too much I am currently working on a new version for multiple targets and with vehicles too. It will be released soon so keep an eye out for it
Does this only work with vanilla units? Im not able to get it to work at all. They just stand there and aim but never fire. It works just fine with Vanilla units but any DLC units ect it wont work with. Is there anything that need be typed into the game logic?
Great video once more Raven, i am speciel into the sniper shooting with the AI, i do have one question about the way they fire, can you make them use the Bi-pod on the weapon by script or is that just not possible to do ? And how do i make it so the AI does not run out of ammo. Never mind on the Ammo question found this " this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];" and put it inside your script.. Like this :: null = this spawn {_this dotarget t6; sleep 0.5; while {alive t6 and alive _this} do {sleep 4; gl action ["useweapon",vehicle _this,_this,0]; _this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; }}; but they don't do is a Magazine change anymore. do you know if that can be fixed so they change magazine.
Good question & I can't think of a way off the top of my head plus I read somewhere that weapon resting is client-side interface-dependent code. So initially I would say no but I hate to give up that easily...maybe an animation first if there is such one? Let me know if you manage to find something and I'll let you know if I do.
@@WhiteRaven "RifleReloadProneMMG02" found this one in the unknown section in animation viewer now it's just to put it inside the script you made.. c",)
@@WhiteRaven null = this spawn { _this dotarget t1; sleep 0.5; _this addEventHandler ["Reloaded",{ _unit = _this select 0 ; _mag = _this select 4 select 0 ; _unit addMagazine _mag ; }] ; while {alive t1 and alive _this} do { sleep 0.3; [_this,currentWeapon _this] call BIS_fnc_fire; } ; } ; This gives unlimited ammo for the AI shooter with a MAG change when AI runs out of ammo in magasine.
hi there Lars, i tried your code on a tank and rhino but the gunner only fires the machine gun rather than the normal tank rounds. I'm fairly new to scripting in arma 3, pls help me thanks in advance :D
Thank you for sharing this interesting script. But when I tried it to RPG soldier, he tried to shoot but he carried it over his shoulder. And he repeated this action 3, or 4 times. Do you know how to make unit shoot RPG to the target?
You have to play about with the timing... so sleep 8 works well for the RPG, make sure the unit has no primary or sidearm and the timing of the reload animation will probably look out. Good luck!
@@HTacticalMartialArts Also have you watched my advanced version as it is a lot easier & you can do more with it Check that out & let me know if you're still struggling. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-0opszDP8XYs.html
Hey raven, I have a bit problem here. So, with this scripts i wanted to make a civilian shooting the target like the video did, then i place some civilian too around the area. But, those some civilian were afraid when the other civilian started shooting. They began to crouch and looks scared. I put "playMove" animation code to unit init to look more realistic. I also set their behavior to careless, but it didn't work. Can you make those some civilian not afraid of the shooting? Make them not crouch. Sorry for my English btw 😁. Thanks
Hi the easiest way to stop the other civilians hitting the deck or running away is to (a) set the stance to 'stand up' and (b) paste the following in their init... this disableai "move" ...(for each civilian) - Hope that helps.
@@WhiteRaven well, your suggestion just need one more, which is disable their "FSM" too. And for units that have "playMove" code, i disable the unit animation (i don't know how it work but it actually works), so the unit just looping the animation from "playMove" code. Thx btw, you helped a lot 👍
@@WhiteRaven i have one more question, can you make custom radio chat with sound? Like an ai talk to the other when you come near them, and also from base talk to you with mission instructions/briefings. I'm sorry to bother you again 😁 Thanks
@@kevinvic8920 No problem & yes both are possible. A proximity sound is fairly simple and a msg from base can be done a couple of different ways so leave it with me and I'll create a video on how to. But give me a while as this will be 3rd request in the queue lol - Thanks
Raven , bro how do you get AI NOT to shoot in a prisoner style situation ??? i want to set up a prison break but cant keep the guard from shooting the prisoners. please help.
Hi, after uploading a shooting range to the server with this script, the AI could not reload the weapon, yet they were full of magazines, they kept pressing the trigger and that's it, they never reloaded ... it's a common problem or I could having babbled something?
I'm not sure as this is an old video/script but I'll look into it for you but please bear with me as I have a queue of requests & will get on it as soon as I can
Hi have you tried the workshop MOD: 'Dynamic Universal War System - Rebirth' I have used it and it's great! Here is the steam workshop link: steamcommunity.com/sharedfiles/filedetails/?id=393315278 Is this what you mean?
Edit: How do I stop the AI from shooting at the target after spotting an enemy? As for now, they will engage an enemy if they spot him, but after the enemy encounter is dealt with, they continue shooting at the target
@@WhiteRaven Hehe, no. I want them to stop engaging the targets I've pre-placed, attack the enemy encounter - and then stop firing at the pre-placed targets.
Don't worry about this too much I am currently working on a new version for multiple targets and with vehicles too. It will be released soon so keep an eye out for it
He so I'm making a DDay mission and I have this script working with an AA and it works targeting the plane of my choice, but when I switch it to night the don't shoot how can I change this ?
@@WhiteRaven I'll have a look, I did temporarily fix it buy downloading a hidden NVG mod and scripted that those would be deleted on death which worked
Any chance you know how to make a unit you've spawned load with the loadout you've selected in BI Virtual Arsenal? Because everytime I click "play as this person", it reverts back to the loadout that the model loaded with
Hi the unit will not point at the target if the target name you entered is not correct. If you have followed the video guide correctly then I suggest checking all the names for spelling errors. Hope that helps
@@WhiteRaven Looking for an answer to this as well. I have seen some examples on bistudio: gameLogic action ["useWeapon", unit1, unit1,16]; gameLogic action ["useWeapon", vehicle unit1, unit1, 0]; gameLogic action ["useWeapon", myTank, gunner myTank, 1]; gameLogic action ["useWeapon", myTank, commander myTank, 0]; Would be awesome to have vehicles (tanks, helicopters, planes) actually shell buildings prior to infantry moving into clear.