In T124140#2050952, @dedmen wrote:@wyattwic probably won't do a mutePlayer, but instead setVolume from 0-1
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May 3 2020
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Jun 22 2017
Jun 22 2017
Phronk changed Category from category:featurerequest to category:von on T124140: [Feature Request] Locally Mute Player Script Command.
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May 10 2016
May 10 2016
I agree. I'd only say "leave it up to the mission designer" because I personally don't know the optimal amount of time the sleeps should be in between reactivating each AI feature/simulation. If BI figures out a sweet spot, then it'd be ideal they set that as a default sleep time.
I think it'd be counterproductive to have a shorter performance sleep than they'd recommend (I think about 3 or 5 seconds works fine for now), but being able to still adjust that sleep time like you mentioned would still be nice freedom to have with the command.
Updated on December 8th, 2016:
Added a check for isServer, included newer AI features to list, and correctly executed the command hideObjectGlobal in the code.
Also included setBehaviour "CARELESS" and "SAFE" so that the unit doesn't become hostile while he's invisible (hideObjectGlobal)
Step 6 says to lower weapon AND crouch, then move towards the target. So yes, I know you make no noise whatsoever.
From what I can tell, I am making 0 sounds when moving with my pistol lowered and while crouched. Therefore, there should be no reason why he'd hear me. On guard or not, I'm not making noise. He's not seeing my shadow. He's not even glancing in my direction.
But as soon as I get to a certain distance, he always turns around at that distance.
I can confirm that this happens when running and looking down at your legs in first-person mode. (haven't tried 3rd person)
Phronk edited Steps To Reproduce on T66322: A.I. heli pilot disregards transport waypoint order under certain circumstances.
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