DOA 20 Posted August 12, 2010 Does anyone know of an AI Spawn Manager like the one we had in Operation Flashpoint made by Dr Strangelove? spawnman.sqs was the man file. It allowed the mission editor to create "spawn managers" that could be activated by a trigger or the objects init line. You could choose which units were spawned, give them a partol position and radus to patrol around this position, set the number of respawns, etc. Concerning the 6th Sense Mod. I don't want to require the entire 6th sense mod if possible. I'm aware that there is a spawn manager in there. It works great, Sick Boy is a God. But I am looking for this particular spawnman.sqs or something like it. Here is what I am after for example: A Bluefor group is detected by Opfor assaulting their airfield or base etc, Then multiple Opfor groups are spawned at the spawn managers to repel them. In the spawnman.sqs I use in OF (Dr Strangelove's scripts) the spawned groups can be given a patrolPos to patrol around after they are spawned, you can set the number of respawns, how many in the AI group must die before the respawns occur etc. You can even make a moving object like a truck be the spawn point. It is great for creating AI groups that will then respawn and giving them a patrol position so they don't just run off to random patrol waypoints. The spawnman.sqs by Dr strangelove adapted for ArmA would be perfect. Thanks. Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted August 12, 2010 Only thing I can think of is DAC, and maybe something else but I'd look through the script section on Armaholic to see what there is: http://www.armaholic.com/list.php?c=arma_files_editing_scripts Theres also OFPEC: http://www.ofpec.com/ed_depot/ hope that helps Share this post Link to post Share on other sites
DOA 20 Posted August 12, 2010 (edited) Thanks for helping out Gunter, I love the DAC from siloa and am a member at OFPEC, and I have been an Armaholic for years. The thing is I don't want random patrols for a series of missions I'm working on. I need the old spawnman.sqs upgraded to work with ArmA. I have a copy of all these old scripts if some kind scripting wizzard would care to take a crack at them. Thanks again. Edt. I also have another set that was modified to work at least partially with ArmA. They were modified in 2004 by spankmeyer (spawnmanAI.sqs) , but the only ones that work are the ones where you have to place the groups on the map from the start. Then they respawn properly and move to their assigned patroPosition. The ones I can't get to work are the spawn managers that actually spawn the groups after they are activated or triggered. Say you are using a tent or truck as the spawnmanager. It just sits there until you trigger the spawnmanager then the groups spawn and move to their patrol positions. The also respawm per your settings when KIA. Thanks again. Edited August 12, 2010 by DOA Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted August 13, 2010 This is like the same thing your talking about in a way UPS with respawning non-playable AI http://www.armaholic.com/page.php?id=1086 I use this script on occasion and all you do is the follwing: Respawning AI for UPS by norrin © norrin, OCTOBER 2008 ------------------------------------------------------------------------------ These scripts require the use of Kronzky's Fantastic Urban Patrol script, see: http://kronzky.info/ups/index.htm for more details ------------------------------------------------------------------------------ To use: For Respawning Foot Patrols (respawn_AI_foot.sqf): 1. name each AI unit that uses the respawn script in the editor s1 2. create a marker on the map where you'd like the units to respawn ( west_A-SP1 ) 3. if the unit is the group leader, add group code and UPS details in the init line of the unit alpha= group this; nul=[this,"Marker_2"] execVM "ups.sqf"; 4. add the code to the unit's init line to run the respawn script nul = [this,"west_A_SP1","marker_2",3,20] execVM "scripts\Respawn_AI_foot.sqf" The parameters to set are: this - the unit, "west_A_SP1" - the respawn point for AI "marker_2" - the patrol marker for the UPS script 3 - the number of respawns 20 - the delay time until the AI respawns 5. Copy across the scripts folder from the test mission into your mission directory =========================================================================== For Respawning Vehicle Patrols (vrs_AI_general.sqf and respawn_AI_veh.sqf) A. vrs_AI_general.sqf 1. Create an empty vehicle on the map and give a name ( Hmm1) 2. Create a marker in the directory and place it on top of the empty vehicle ( veh1_SP1 ) 3. Add this code to the empty vehicles init line to activate the vehicle respawn script nul = [this,2,6] execVM "scripts\vrs_AI_general.sqf"; The parameters to set are: this - the unit, 2 - number of respawns 6 - the delay time until the vehicle respawns ================================================================================= B. respawn_AI_veh.sqf 1. Create two AI units, one to act as the driver and the other the gunner, and name each AI unit that uses the respawn script in the editor: s1 2. create a marker on the map on top of the vehicle the units will respawn into ( veh1_SP1 ) this was made in the previous section. 3. if the unit is the group leader add code like this in its init line: delta= group this; nul=[this,"Marker_1"] execVM "ups.sqf"; this moveInDriver Hmm1; if its not the group leader add: this moveInGunner Hmm1; 4. also add the code to each AI unit's init line to run the respawn script s = [this,"veh1_SP1", "marker_1",2,5,"HMMWV50","s1"] execVM "scripts\Respawn_AI_veh.sqf"; this moveInGunner Hmm1; The parameters to set are: this - the unit, "veh1_SP1" - the respawn point for AI "marker_1" - the patrol marker for the UPS script 2 - the number of respawns 5 - the delay time until the AI respawns "HMMWV50" - the type of vehicle the AI units are controlling "s1" - the group leader ( the driver of the vehicle) of the AI units Please Note: which parameters need to be entered in parentheses Its fairy simple and easy to setup, although i cant get the vehilce to work the 2nd time around to patrol but the infantry is easy. The script comes with a demo mission. Share this post Link to post Share on other sites
DOA 20 Posted August 13, 2010 (edited) Thanks for the scripts. I use K's UPS all the time. It is fantastic. Also, norrin rules. I have a lot of stuff with his name on it. I'm sure I can use this script too; however, whart I am looking for is something like the spawn manager scripts by Dr Strangelove where units will spawn, that is to say they are not present when the mission starts. They are created or spawned for the first time after the mission has been underway when the spawnmanager is activated. I will paste in the script I am trying to get to work in ArmA. This is the original script. In the one I use I have created a custom group, which the user can create at the bottom of the script. The men spawn when the spawnmanager is activated but they do not patrol, it seems the group leader is not being spawned so they just stand at the spawn manager. I am getting close to figuring out what is wrong but I am no coder. I am a networking guy by trade and know very little about scripts or programing. Here is the script it may reveal more to you scripting gurus about what I am looking for in ArmA and I will want one for ArmA II as well. I am just making a few missions in ArmA right now but will soon turn my attention back to ArmA2. Thanks again...DOA To use this script you need the spawnman folder full of other scripts that are used as part of this spawnman package. There are scripts that work on units placed in the mission, inf and mech inf groups. They work well in ArmA. This one that runs the spawnmanager spawns the men, I created a group at the bottom of the script with OpFor men, but they do not patrol around their patrol position. Thanks again for helping out...DOA ; SPAWN MANAGER 2 with AI ; 2003 by ])rStrangelove /modified 2004 by Spankmeyer ; this modified version uses randpatrolAI instead of the original randpatrolscript. this provides ; a rudimentary (but dangerous) AI to the east-troops. it works only with MostKnownEnemy.sqs!! ; how to use MostKnownEnemy.sqs is described there! ; ; THIS ONE WORKS WITH AI. USE ONLY FOR EAST-GROUPS! ; ; Spawns a group and issues orders ; New/special features: ; - Many parameters optional, can create general or very specific groups & behaviour. ; - Respawns can either happen: never, specific amount or forever ; - Respawns don't switch groups anymore, only 1 specific group used all the time ; - Respawn script works for EAST and WEST. ; (You could let 2 SpManagers fight against each other !) ; - Troop types in seperate section, easy to customize. See "troops2use" at bottom of script. ; (Templates included for Original OPF, SEB Vietnam, Invasion44 and BAS-Tonal-troops) ; (Mixed fights with different troops possible (US Nam grunts VS. Tonal africans)) ; - All running SpawnManagers will collect spawn groups in the global arrays: ; "eastpatrolteams" and "westpatrolteams" for ease of reference. ; - Spawnposition and Patrolposition don't need to be the same anymore. ; - Dead soldiers slowly sink into the ground after 11+ seconds. ; (it's not a feature, it's an important bug solver) ;) ; - If allowed, wounded group leaders call long range artillery on enemy positions ; (see init.sqs) ; - If spawn object name is given, group respawn is dependant on object's health. ; (good for assigning a tent or building; destroying it will also stop respawns) ; (it's possible to assign vehicles as spawn objects. If vehicles are too fast / too high, ; (soldiers will get hurt/fall to death.) ;================================================================================= ;SHORTEST EXAMPLE--------------------------- ;["east","", tent] exec "spawnman.sqs" ; ; 5 russians are spawned at tent, will start patrolling 150m around tent. ; If all 5 are dead, they will respawn 1 time, but that's it. ;(these defaults can be changed in the "get parameters" start section) ;SPECIFIC EXAMPLE--------------------------- ;["west","BAS_Deltas", tent,8,150,20,-1,4, house,tent] exec "spawnmanAI.sqs" ; ; Parameter Values allowed Explanation ; (0) "east" or "west" what side is used ? ; (1) "1985","vietnam",etc what troops are spawned ? see bottom section ; (2) [x,y,z],getpos <obj> base position where troops are spawned ; (3) optional 2 - 12 how many soldiers are in group ? ; (4) optional 1 - 99999 (whatever) patrol radius around patrolposition in m ; (5) optional 1 - 99999 (whatever) how many seconds group will pause between patrols ; (6) optional -1,0,1 - 99999 how many respawns ? -1 = infinite, 0 = no respawns ; (7) optional 2 - 12 how many dead in a group to trigger a respawn ? ; (8) optional [x,y,z],getpos <obj> patrolposition that is patrolled around ; (9) optional spawn-<object> object that "spawns" troops. destroying it will stop respawns ; NOTE: if parameter 9 is given (spawn-object), parameter 2 (spawn-position) won't be used. ; ; 8 Deltas (BAS troops) are spawned at tent, will start patrolling 150m around house. ; They will pause for 20 seconds at each patrol point. ; Everytime 4 Deltas have been killed, these 4 Deltas will respawn (respawns are infinite). ; If tent is destroyed, respawns will come to a complete halt. However, the script does continue ; and will resume where it halted in case the tent is "repaired" somehow later on. ?!(local Server):EXIT ~(random 1) + 1 ;=================GET PARAMETERS======================== ;get parameters ?(count _this < 3):player groupchat "Spawnmanager parameter ERROR";EXIT _side = _this select 0 _troops = _this select 1 _basepos = _this select 2 ?(count _this > 3):_teamscale = _this select 3 ?(count _this <= 3):_teamscale = 5 ?(count _this > 4):_radius = _this select 4 ?(count _this <= 4):_radius = 150 ?(count _this > 5):_pause = _this select 5 ?(count _this <= 5):_pause = 20 ?(count _this > 6):_stopcount = _this select 6 ?(count _this <= 6):_stopcount = 1 ?(count _this > 7):_triggerscale = _this select 7 ?(count _this <= 7):_triggerscale = 5 ?(count _this > 8):_patrolpos = _this select 8 ?(count _this <= 8):_patrolpos = _basepos ?(count _this > 9):_base = _this select 9 ?(count _this <= 9):_base = objNull ;============CHECK VALUES / DEFAULTS==================== ; _return = "check_value_defaults" ?(_troops == ""):_troops = "1985" goto _troops #check_value_defaults ?(_teamscale < 2):_teamscale = 2 ?(_teamscale > 12):_teamscale = 12 ?(_triggerscale > 12):_triggerscale = 12 ?(_triggerscale > _teamscale):_triggerscale = _teamscale ;============INIT VALUES================================ _units = call compile format["_patrolunits_%1",_side] _dummygroup = call compile format["%1dummygroup",_side] _team = grpNull _leader = _units select 1 ;hint format ["typ %1",_leader] ?(_triggerscale == _teamscale):_leader = _units select 0 _firsttime = TRUE _spawncount = 0 _scale = _teamscale ?(damage _base >= 1):_base = objNull ?!(isNull _base):[_base] exec "spawnman\gasexplosion.sqs" ;=============================SPAWN TEAM===================== #spawn_leader ?!(isNull _base):_basepos = getpos _base ?(damage _base >= 1):_return1 = "spawn_leader";goto "wait_for_baserepair" ?(_firsttime):goto "go" ;delay to give the dead enough time to decay ~28 #go ?(damage _base >= 1):_return1 = "go";goto "wait_for_baserepair" (_leader) createUnit [_basepos, _dummygroup] _member = (units _dummygroup) select 1 [_member] join _team; _team = group _member _patrolteams = call compile format["%1patrolteams",_side] ?(_side == "east"):goto "check_east" goto "check_west" #check_east ?(count eastpatrolteams > 0) AND !(_team in eastpatrolteams): eastpatrolteams = eastpatrolteams + [_team] eastpatrolteams = [_team];goto "after_check" #check_west ?(count westpatrolteams > 0) AND !(_team in westpatrolteams): westpatrolteams = westpatrolteams + [_team] westpatrolteams = [_team] #after_check _restcount = 1 #spawn_rest ?(damage _base >= 1):_return1 = "spawn_rest";goto "wait_for_baserepair" ~(random 1) + 1 (_units select 1+(random(count _units - 1))) createUnit [_basepos,_team] _restcount = _restcount + 1 ?(_restcount < _scale):goto "spawn_rest" _scale = _triggerscale ;====================START PATROLSCRIPT=================== ;give orders ; last parameter("1") is a dummy-parameter, which updates the patrol-pos in every loop(of randpatrol). ?(_firsttime): [_team,_radius,_pause, _patrolpos,1] exec "spawnman\randpatrolAI.sqs"; _firsttime = FALSE ?(_stopcount == 0):EXIT ?(_spawncount == _stopcount):EXIT ;=====================WAIT FOR TRIGGER TO RESPAWN=========== #wait_for_trigger ~1 ?(damage _base >= 1):_return1 = "wait_for_trigger";goto "wait_for_baserepair" ?(count units _team > (_teamscale - _triggerscale)):goto "wait_for_trigger" _spawncount = _spawncount + 1 goto "spawn_leader" ;=============WAIT FOR BASE REPAIRS SO RESPAWNS MAY CONTINUE======== #wait_for_baserepair ~1 ?!(damage _base <= 0.5):goto "wait_for_baserepair" goto _return1 ;----------------------------------------------------------------------- ; TROOPS2USE - custom troop type template | ;======================================================================= ; 2003 by ])rStrangelove ; ; ; ; It lets you choose which troops are spawned. ; To use your own, make up a label for it, ; place the codenames of your custom armies here ; and call the SpawnManager script with your label in the parameters ; Also, you need to place 1 dead soldier of each type in the map somewhere (or into ocean) ; that will prevent the lagspikes during spawns ; Soldier types are chosen randomly, except the 1st one - should/must be the officer! ; Multiple entries of the standard soldier type will increase the chance this type is spawned. #ArmA ;=================FlashpointDefault================================ _patrolunits_east = ["SoldierENOG","SoldierEB","SoldierEB","SoldierEB","SoldierEG","SoldierEMedic","SoldierEMG","SoldierEAT"] _patrolunits_west = ["SoldierWNOG","SoldierWB","SoldierWB","SoldierWB","SoldierWG","SoldierWMedic","SoldierWMG","SoldierWAT"] goto _return Edited August 13, 2010 by DOA Share this post Link to post Share on other sites
seba1976 98 Posted August 13, 2010 OPF's scripts like this don't usually need modification and run well within Arma (provided you take care of the different class names, etc.) In fact you said you are not getting any error message. What have you modified? Could you post original vs. modified pieces? I guess it's not much. Share this post Link to post Share on other sites
DOA 20 Posted August 15, 2010 (edited) Here is the script I am using, All I did was modify the classnames of the men at the bottom of the script under ArmA. I got the classnames from the eastdummygroup in the mission.sqm. I will post a link also so you can download the template mission I am trying to create with these spawnman scripts. In this template mission, in a perfect world, the east men will spawn at the ural named eSpawn1 and patrol around an mi-17 named ePatrol1. I have a trigger set to radio signal Alpha to start the spawnmanager. Here is a link to a mission I have been testing with. http://dl.dropbox.com/u/5485781/TEM_spawnmanAI.Sara.zip Here is the code from the original spawnmanAI with my group added at the bottom of the script under #ArmA. This is the group that should spawn. They do seem to spawn but they do not get their patrol postion, they either just stand there or run off. This script depends on other scripts which you will find in the mission linked above. It doesn't work by itself. ; SPAWN MANAGER 2 with AI ; 2003 by ])rStrangelove /modified 2004 by Spankmeyer ; this modified version uses randpatrolAI instead of the original randpatrolscript. this provides ; a rudimentary (but dangerous) AI to the east-troops. it works only with MostKnownEnemy.sqs!! ; how to use MostKnownEnemy.sqs is described there! ; ; THIS ONE WORKS WITH AI. USE ONLY FOR EAST-GROUPS! ; ; Spawns a group and issues orders ; New/special features: ; - Many parameters optional, can create general or very specific groups & behaviour. ; - Respawns can either happen: never, specific amount or forever ; - Respawns don't switch groups anymore, only 1 specific group used all the time ; - Respawn script works for EAST and WEST. ; (You could let 2 SpManagers fight against each other !) ; - Troop types in seperate section, easy to customize. See "troops2use" at bottom of script. ; (Templates included for Original OPF, SEB Vietnam, Invasion44 and BAS-Tonal-troops) ; (Mixed fights with different troops possible (US Nam grunts VS. Tonal africans)) ; - All running SpawnManagers will collect spawn groups in the global arrays: ; "eastpatrolteams" and "westpatrolteams" for ease of reference. ; - Spawnposition and Patrolposition don't need to be the same anymore. ; - Dead soldiers slowly sink into the ground after 11+ seconds. ; (it's not a feature, it's an important bug solver) ;) ; - If allowed, wounded group leaders call long range artillery on enemy positions ; (see init.sqs) ; - If spawn object name is given, group respawn is dependant on object's health. ; (good for assigning a tent or building; destroying it will also stop respawns) ; (it's possible to assign vehicles as spawn objects. If vehicles are too fast / too high, ; (soldiers will get hurt/fall to death.) ;================================================================================= ;SHORTEST EXAMPLE--------------------------- ;["east","", tent] exec "spawnman.sqs" ; ; 5 russians are spawned at tent, will start patrolling 150m around tent. ; If all 5 are dead, they will respawn 1 time, but that's it. ;(these defaults can be changed in the "get parameters" start section) ;SPECIFIC EXAMPLE--------------------------- ;["west","BAS_Deltas", tent,8,150,20,-1,4, house,tent] exec "spawnmanAI.sqs" ; ; Parameter Values allowed Explanation ; (0) "east" or "west" what side is used ? ; (1) "1985","vietnam",etc what troops are spawned ? see bottom section ; (2) [x,y,z],getpos <obj> base position where troops are spawned ; (3) optional 2 - 12 how many soldiers are in group ? ; (4) optional 1 - 99999 (whatever) patrol radius around patrolposition in m ; (5) optional 1 - 99999 (whatever) how many seconds group will pause between patrols ; (6) optional -1,0,1 - 99999 how many respawns ? -1 = infinite, 0 = no respawns ; (7) optional 2 - 12 how many dead in a group to trigger a respawn ? ; (8) optional [x,y,z],getpos <obj> patrolposition that is patrolled around ; (9) optional spawn-<object> object that "spawns" troops. destroying it will stop respawns ; NOTE: if parameter 9 is given (spawn-object), parameter 2 (spawn-position) won't be used. ; ; 8 Deltas (BAS troops) are spawned at tent, will start patrolling 150m around house. ; They will pause for 20 seconds at each patrol point. ; Everytime 4 Deltas have been killed, these 4 Deltas will respawn (respawns are infinite). ; If tent is destroyed, respawns will come to a complete halt. However, the script does continue ; and will resume where it halted in case the tent is "repaired" somehow later on. ?!(local Server):EXIT ~(random 1) + 1 ;=================GET PARAMETERS======================== ;get parameters ?(count _this < 3):player groupchat "Spawnmanager parameter ERROR";EXIT _side = _this select 0 _troops = _this select 1 _basepos = _this select 2 ?(count _this > 3):_teamscale = _this select 3 ?(count _this <= 3):_teamscale = 5 ?(count _this > 4):_radius = _this select 4 ?(count _this <= 4):_radius = 150 ?(count _this > 5):_pause = _this select 5 ?(count _this <= 5):_pause = 20 ?(count _this > 6):_stopcount = _this select 6 ?(count _this <= 6):_stopcount = 1 ?(count _this > 7):_triggerscale = _this select 7 ?(count _this <= 7):_triggerscale = 5 ?(count _this > 8):_patrolpos = _this select 8 ?(count _this <= 8):_patrolpos = _basepos ?(count _this > 9):_base = _this select 9 ?(count _this <= 9):_base = objNull ;============CHECK VALUES / DEFAULTS==================== ; _return = "check_value_defaults" ?(_troops == ""):_troops = "1985" goto _troops #check_value_defaults ?(_teamscale < 2):_teamscale = 2 ?(_teamscale > 12):_teamscale = 12 ?(_triggerscale > 12):_triggerscale = 12 ?(_triggerscale > _teamscale):_triggerscale = _teamscale ;============INIT VALUES================================ _units = call compile format["_patrolunits_%1",_side] _dummygroup = call compile format["%1dummygroup",_side] _team = grpNull _leader = _units select 1 ;hint format ["typ %1",_leader] ?(_triggerscale == _teamscale):_leader = _units select 0 _firsttime = TRUE _spawncount = 0 _scale = _teamscale ?(damage _base >= 1):_base = objNull ?!(isNull _base):[_base] exec "spawnman\gasexplosion.sqs" ;=============================SPAWN TEAM===================== #spawn_leader ?!(isNull _base):_basepos = getpos _base ?(damage _base >= 1):_return1 = "spawn_leader";goto "wait_for_baserepair" ?(_firsttime):goto "go" ;delay to give the dead enough time to decay ~28 #go ?(damage _base >= 1):_return1 = "go";goto "wait_for_baserepair" (_leader) createUnit [_basepos, _dummygroup] _member = (units _dummygroup) select 1 [_member] join _team; _team = group _member _patrolteams = call compile format["%1patrolteams",_side] ?(_side == "east"):goto "check_east" goto "check_west" #check_east ?(count eastpatrolteams > 0) AND !(_team in eastpatrolteams): eastpatrolteams = eastpatrolteams + [_team] eastpatrolteams = [_team];goto "after_check" #check_west ?(count westpatrolteams > 0) AND !(_team in westpatrolteams): westpatrolteams = westpatrolteams + [_team] westpatrolteams = [_team] #after_check _restcount = 1 #spawn_rest ?(damage _base >= 1):_return1 = "spawn_rest";goto "wait_for_baserepair" ~(random 1) + 1 (_units select 1+(random(count _units - 1))) createUnit [_basepos,_team] _restcount = _restcount + 1 ?(_restcount < _scale):goto "spawn_rest" _scale = _triggerscale ;====================START PATROLSCRIPT=================== ;give orders ; last parameter("1") is a dummy-parameter, which updates the patrol-pos in every loop(of randpatrol). ?(_firsttime): [_team,_radius,_pause, _patrolpos,1] exec "spawnman\randpatrolAI.sqs"; _firsttime = FALSE ?(_stopcount == 0):EXIT ?(_spawncount == _stopcount):EXIT ;=====================WAIT FOR TRIGGER TO RESPAWN=========== #wait_for_trigger ~1 ?(damage _base >= 1):_return1 = "wait_for_trigger";goto "wait_for_baserepair" ?(count units _team > (_teamscale - _triggerscale)):goto "wait_for_trigger" _spawncount = _spawncount + 1 goto "spawn_leader" ;=============WAIT FOR BASE REPAIRS SO RESPAWNS MAY CONTINUE======== #wait_for_baserepair ~1 ?!(damage _base <= 0.5):goto "wait_for_baserepair" goto _return1 ;----------------------------------------------------------------------- ; TROOPS2USE - custom troop type template | ;======================================================================= ; 2003 by ])rStrangelove ; ; ; ; It lets you choose which troops are spawned. ; To use your own, make up a label for it, ; place the codenames of your custom armies here ; and call the SpawnManager script with your label in the parameters ; Also, you need to place 1 dead soldier of each type in the map somewhere (or into ocean) ; that will prevent the lagspikes during spawns ; Soldier types are chosen randomly, except the 1st one - should/must be the officer! ; Multiple entries of the standard soldier type will increase the chance this type is spawned. #ArmA ;=================FlashpointDefault================================ _patrolunits_east = ["SquadLeaderE","soldierEB","SoldierEG","SoldierEMG","SoldierEAT","TeamLeaderE","soldierEG","soldierEMG","SoldierEMedic","soldierEB"] _patrolunits_west = ["SoldierWNOG","SoldierWB","SoldierWB","SoldierWB","SoldierWG","SoldierWMedic","SoldierWMG","SoldierWAT"] goto _return Thanks again for helping me with this issue. Edited August 15, 2010 by DOA Share this post Link to post Share on other sites
seba1976 98 Posted August 16, 2010 The existing dummyGroup must be one unit sized. Delete all the units but one in your dummyGroup and you're set. Like I said, the problem was external to the scripts :D. BTW, I understand your frustration. Cheers. Share this post Link to post Share on other sites
zapat 56 Posted August 26, 2010 Take a look at this as well: http://forums.bistudio.com/showthread.php?t=103360&highlight=random+start+position Might be useful. Share this post Link to post Share on other sites
seba1976 98 Posted August 26, 2010 OP is MIA apparently. I really hate when that happens. I spend my time to solve his problem, the least he could do was to follow the thread :cool:. Share this post Link to post Share on other sites
DOA 20 Posted June 21, 2011 Thank you gentlemen. I appreciate your efforts. Real life pressures from my job have limited my editing time drasticallyfor the last 8 months or so. Major migration of all our servers to an offsite DATA Center. Life is returning to what passes for "normal" now. I am sorry I did not reply sooner. I meant no offence or disrespect. I am working on this mission again. Thanks again for your help...DOA Share this post Link to post Share on other sites
seba1976 98 Posted June 21, 2011 Alright. I understand. Share this post Link to post Share on other sites
DOA 20 Posted June 26, 2011 I got the spawnmanager working properly by eliminating the extra members of the dummy group as you said. I'm not sure where I got the idea that there had to be a dummy group instead of the single member of the group as mentioned in the script. Must have been a mistake on my template mission or maybe a dummygroup was used with another spawn script? I honestly don't know how I ended up with a dummygroup for this spawnmanager. I would have been along time catching this as the issue. Thanks again for you help. Share this post Link to post Share on other sites
wontial 10 Posted August 9, 2011 Sounds like a great script. Care to share the spawnmanager with us DOA? Share this post Link to post Share on other sites
DOA 20 Posted August 9, 2011 Here is a link to a mission I have been testing with. http://dl.dropbox.com/u/5485781/TEM_spawnmanAI.Sara.zip Here is a link to a test mission with all the needed files and folders contained within the mission folder. Read this entire thread (And the instructions in the script) and you should be able to get it working. Cheers. Share this post Link to post Share on other sites