WTF? The brilliant bugtracker isn't accepting PBO or SQM! Here is the text version of repro mission:
version=12;
class Mission
{
addOns[]=
{
"A3_Characters_F_BLUFOR",
"A3_Characters_F_OPFOR",
"a3_map_stratis",
"A3_Structures_F_Walls"
};
addOnsAuto[]=
{
"A3_Characters_F_BLUFOR",
"A3_Characters_F_OPFOR",
"A3_Structures_F_Walls",
"a3_map_stratis"
};
randomSeed=1762223;
class Intel
{
resistanceWest=0;
startWeather=0.1;
startWind=0.099999994;
startWaves=0.099999994;
forecastWeather=0.1;
forecastWind=0.099999994;
forecastWaves=0.099999994;
forecastLightnings=0.099999994;
year=2035;
month=7;
day=6;
hour=14;
minute=15;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
class Groups
{
items=2;
class Item0
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={1679.1724,5.5,5524.8608};
azimut=183.14183;
id=0;
side="WEST";
vehicle="B_soldier_M_F";
player="PLAYER COMMANDER";
leader=1;
skill=0.60000002;
init="shots = 0; this addeventhandler [""fired"", {shots = shots +1;}]; this allowdammage false; 0 = this spawn {while {true} do {hintsilent format [""knowsabout: %1 \nshots fired: %2"", ai knowsAbout player, shots]; sleep 0.1}};";
};
};
};
class Item1
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={1677.4756,5.5,5503.3018};
azimut=173.72935;
id=1;
side="EAST";
vehicle="O_Soldier_F";
leader=1;
skill=0.60000002;
text="ai";
};
};
};
};
class Vehicles
{
items=1;
class Item0
{
position[]={1679.1486,5.5,5522.5693};
azimut=173.72935;
id=2;
side="EMPTY";
vehicle="Land_CncWall1_F";
leader=1;
skill=0.60000002;
};
};
};
class Intro
{
addOns[]=
{
"a3_map_stratis"
};
addOnsAuto[]=
{
"a3_map_stratis"
};
randomSeed=13170605;
class Intel
{
timeOfChanges=1800.0002;
startWeather=0.30000001;
startWind=0.1;
startWaves=0.1;
forecastWeather=0.30000001;
forecastWind=0.1;
forecastWaves=0.1;
forecastLightnings=0.1;
year=2035;
month=7;
day=6;
hour=14;
minute=15;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
};
class OutroWin
{
addOns[]=
{
"a3_map_stratis"
};
addOnsAuto[]=
{
"a3_map_stratis"
};
randomSeed=14678934;
class Intel
{
timeOfChanges=1800.0002;
startWeather=0.30000001;
startWind=0.1;
startWaves=0.1;
forecastWeather=0.30000001;
forecastWind=0.1;
forecastWaves=0.1;
forecastLightnings=0.1;
year=2035;
month=7;
day=6;
hour=14;
minute=15;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
};
class OutroLoose
{
addOns[]=
{
"a3_map_stratis"
};
addOnsAuto[]=
{
"a3_map_stratis"
};
randomSeed=11739500;
class Intel
{
timeOfChanges=1800.0002;
startWeather=0.30000001;
startWind=0.1;
startWaves=0.1;
forecastWeather=0.30000001;
forecastWind=0.1;
forecastWaves=0.1;
forecastLightnings=0.1;
year=2035;
month=7;
day=6;
hour=14;
minute=15;
startFogBase=0.001;
forecastFogBase=0.001;
startFogDecay=0.0049999999;
forecastFogDecay=0.0049999999;
};
};
Now you'll have to make your own init.sqf with the following language in order to repro:
[] spawn {
//for [{_i=1}, {_i>=1}, {_i=1}] do
//{
while {true} do {
sleep(0.1);
_nt = ai nearTargets 1000;
if (count(_nt)>0) then
{
for [{_j=0}, {_j<count(_nt)}, {_j=_j+1}] do
{
//scopeName "checkplayer";
_ct = _nt select _j;
//if ((_ct select 4) == targetr || (_ct select 4) == targetg) then {
_loc = _ct select 0;
_rad = _ct select 5;
// hintSilent format["%1", [_loc distance player, _rad]];
//[ShapeName, AnimationName, Type, TimerPeriod, LifeTime, Position, MoveVelocity, RotationVelocity, Weight, Volume, Rubbing, Size, Color, AnimationPhase, RandomDirectionPeriod, RandomDirectionIntensity, OnTimer, BeforeDestroy, Object]
drop ["\A3\data_f\cl_basic", "", "Billboard", 1, 1, _loc, [0, 0, 0], 0.05, 0.005, 0.0042, 1, [0.5,0.5], [[1,1,1,1],[1,1,1,0]], [0,1,0,1,0,1], 0.2, 0.2, "", "", ""];
if (_rad > 0) then
{
_bdiv = 20 / (_rad * 3);
if (_bdiv<1) then {_bdiv = 1;};
for [{_k=0},{_k<360},{_k=_k+_bdiv}] do
{
_pos = [(_loc select 0) + (sin(_k)*_rad), (_loc select 1) + (cos(_k)*_rad), _loc select 2];
drop ["\A3\data_f\cl_basic", "", "Billboard", 1, 1, _pos, [0, 0, 0], 0.01, 0.005, 0.0042, 0, [0.25,0.25], [[1,0,0,1],[1,0,0,0]], [0,1,0,1,0,1], 0.2, 0.2, "", "", ""];
};
};
//breakOut "checkplayer";
//};
};
};
};
};
Further tickets are pending to inquire why, in this case, the AI requires so unnaturally long to respond to a nearby gunshot.