Arma 3
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Tachanka (Juggernaut)
   
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Data Type: Composition
Composition Type: Patrol
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Actualizado el
14.144 KB
16 NOV 2022 a las 20:13
11 MAR a las 0:55
4 notas sobre cambios ( ver )

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Tachanka (Juggernaut)

En 1 colección creada por Moloch
M9-SD's Workshop (ARMA 3)
85 artículos
Descripción

Tachanka AI: Heavy Gunner
*Work in progress*
Composition Features:
Sound Effects
Impact Effects
Suppressive Fire
Infinite Magazines
Armor Break Effect
Heavy Metal Armor
Heavy Machine Gun
Reduced Movement Speed
Decreased Weapon Accuracy
R6 Tachanka-Inspired Loadout
SQF:
Source Code[github.com]

It is MP compatible and works on official servers that have zeusCompositionScriptLevel = 2;

Known Issues:

- Particle effects may not synchronize or propagate over network.

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My Links

Donate[www.paypal.com]
Website[www.m9-sd.com]
YouTube
GitHub[github.com]
Workshop
Discord (ZAM)[discord.gg]
Discord (SQF Archive)[discord.gg]

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Requirements

This is a scripted composition, designed to be placed from the Zeus[community.bistudio.com] interface. After subscribing to and subsequently downloading this composition, it will automatically be accessible in-game from Zeus > Groups > Empty > Compositions (since it's not a mod, it won't show up as one in the Arma 3 launcher). The scripts attached to this composition will only work if the server allows it with the zeus composition script level security parameter in its description.ext file.[community.bistudio.com] Here is a guide for server owners.

Set the value to 2 to allow custom attributes and all scripts.
zeusCompositionScriptLevel = 2;

The following official public zeus servers allow scripted compositions, however they do have various undisclosed remoteExec restrictions defined in a custom CfgRemoteExec.[community.bistudio.com]

Try out this composition on one of these servers:

[OFFICIAL] Arma 3 Zeus by Bohemia Interactive (USA) #04[www.battlemetrics.com]
[OFFICIAL] Arma 3 Zeus by Bohemia Interactive (USA) #02[www.battlemetrics.com]
[OFFICIAL] Arma 3 Zeus by Bohemia Interactive (US) #02e[www.battlemetrics.com]
[OFFICIAL] Arma 3 Zeus by Bohemia Interactive (US) #02w[www.battlemetrics.com]
[OFFICIAL] Arma 3 Zeus by Bohemia Interactive (EU) #12[www.battlemetrics.com]
[OFFICIAL] Arma 3 Zeus by Bohemia Interactive (EU) #04[www.battlemetrics.com]
[OFFICIAL] Arma 3 Zeus by Bohemia Interactive (EU) #02[www.battlemetrics.com]
• [OFFICIAL] Arma 3 Zeus by Bohemia Interactive (EU) #0D
• [OFFICIAL] Arma 3 Zeus by Bohemia Interactive (EU) #0B

Thank you for subscribing, rating,
& favoriting this composition!

13 comentarios
Moloch  [autor] 11 MAR a las 0:56 
also added weapon randomization (RPK, ZAFIR, NAVID) and accuracy changes depending on weapon
Moloch  [autor] 11 MAR a las 0:12 
Updated:

- lowered armor hp to 75%
- Fixed particle effects for MP
Intel 20 DIC 2022 a las 6:36 
better if it working with ACE medical
Moloch  [autor] 23 NOV 2022 a las 15:34 
Probably, but I’m working on other stuff.
_mickey_ 23 NOV 2022 a las 1:28 
@M9-SD In other words, all I would like to say is that if he has heavy armor, then it makes no sense for the AI to seek cover, as the AI does in Arma3, also there is no point in stopping in front of the target. But is it possible to implement this on the Arma3 engine?
_mickey_ 23 NOV 2022 a las 1:24 
@M9-SD No, I don't want this! I meant the behavior of the Juggernaut in "Call Of Duty Modern Warfare 2" (2009) He always ran at the enemy, he does not stop and does not hide from bullets. The only chance to kill him was multiple hits to the head from hand weapons or one shot from an RPG-7 to the head. There was also a chance to blind him with a stun grenade, but only for a few seconds. The whole point of such a unit was that it does not hide from bullets and does not stop in front of the target. Never! He runs and shoots, approaching. The closer he is, the more dangerous.
Moloch  [autor] 22 NOV 2022 a las 16:44 
Oh, you’re saying make the unit just brainlessly walk straight at enemies while shooting? That’s not really what I want this to be.
_mickey_ 22 NOV 2022 a las 13:46 
@M9-SD I think setSkill["courage", 1] - will not change the behavior of the AI so that it never stops and never seeks cover. It seems to me that we need to disable FSM altogether and use tricks, such as new behavior animations.
жопный волос 20 NOV 2022 a las 23:56 
yeah tachanik from r6
Moloch  [autor] 19 NOV 2022 a las 18:17 
@Mickey Well, the AI does have some tweaks. For example, the script does the following:

_tachanka setSkill["courage", 1];
_tachanka allowFleeing 0;

So basically if the AI sees the enemy, it will attack it. Shooting at the AI will also not suppress it.

As for making a module to customize it, I don't think it's worth making for something like this. Maybe someone else will do it, who knows.