安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








_grp = group _unit;
_PositionArray = [Ps_0,Ps_1,Ps_2,Ps_3];
_animarray = ["ARMA_AlternativeRunLowered","ARMA_AlternativeRun","ARMA_AlternativeRun_WW2Style"];
_grp setbehaviour "CARELESS";
_anim = selectrandom _animarray;
_unit playmovenow _anim;
{
_x disableAI "AUTOTARGET";
_x disableAI "AUTOCOMBAT";
_MovePos = getposATL (_PositionArray#_foreachindex);
_x domove _MovePos;
[_x,_MovePos] spawn
{
params ["_Unit","_MovePos"];
waituntil {_Unit distance2D _MovePos < 1};
_unit disableAI "PATH";
_unit enableAI "AUTOTARGET";
_unit enableAI "AUTOCOMBAT";
_unit setBehaviour "AWARE";
_unit playmovenow "AmovPercMstpSrasWrflDnon";
_unit setunitpos "UP";
}
} foreach (units _grp);
exit;
This is a simple script I've made to allow the AI to use the animations; when you're making a mission, just use this script to make the AI run to a specific location. Use your imagination and have fun.
(I was also thinking about incorporating a similar script into an edit to a popular FSM like LAMBS or DCO, but that requires knowing someone else's code which tends to mess with my head.)