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FelixK44

ACM Module

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K... So I have a question is it possible to define each faction and then define what each faction is allowed to spawn?

.sqf below

waitUntil {!isNil {ACM_1 getVariable "initDone"}};

waitUntil {ACM_1 getVariable "initDone"};

//Sets frequency and number of patrols (0-1). ACM_# is module name

[1.0, ACM_1] call BIS_ACM_setIntensityFunc;

//min max spawn distance

[ACM_1, 500, 1000] call BIS_ACM_setSpawnDistanceFunc;

//factions to be spawned

[["USMC", "INS", "CDF", "RU", "GUE"], ACM_1] call BIS_ACM_setFactionsFunc;

//Skill range for spawned units

[0.5, 0.7, ACM_1] call BIS_ACM_setSkillFunc;

//Amount of ammo spawned units possess

[0.2, 0.5, ACM_1] call BIS_ACM_setAmmoFunc;

//Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.

["ground_patrol", 1, ACM_1] call BIS_ACM_setTypeChanceFunc;

["air_patrol", 1, ACM_1] call BIS_ACM_setTypeChanceFunc;

hint "ACM Cfg processed"; //debug

/*

ambientcombat=compile preprocessfile "AmbientCombat.sqf";[this] call ambientcombat;

[["USMC", "INS", "CDF", "RU", "GUE"], ACM_1] call BIS_ACM_setFactionsFunc;

*/

So basically what I want is some sort of array that will let me define each factions units/groups..... :)

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Yes, its possible. Please search, because there are already tons of thread with this question asked... Anyway, enough with the nagging.

Goto this thread:

http://forums.bistudio.com/showthread.php?t=108928&highlight=ACM

Look under my post, and there you can find a reletively detailed answere on how to use ACM and how to define the faction that you want to have appearing.

Cheers

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Er...Yeah, But I need to define each faction......

what I have so far in .sqf but it never processes the .cfg(shows hint it completed) :(

waitUntil {!isNil {ACM_1 getVariable "initDone"}};

waitUntil {ACM_1 getVariable "initDone"};

//Sets frequency and number of patrols (0-1). ACM_# is module name

[1.0, ACM_1] call BIS_ACM_setIntensityFunc;

//min max spawn distance

[ACM_1, 500, 1000] call BIS_ACM_setSpawnDistanceFunc;

//factions to be spawned

[["BIS_US", "BIS_TK", "BIS_TK_INS", "BIS_CZ"], ACM_1] call BIS_ACM_setFactionsFunc;

[bIS_ACM1, ["US_RifleSquad", "US_WeaponsSquad", "US_MotorizedSection", "US_HeavyATTeam", "US_TeamSupport", "US_MechanizedInfantrySquadICVM2", "US_MQ9Flight", "US_AH64DFlight", "US_UH60MFlight"]] call BIS_ACM_addGroupClassesFunc;

//Define CZ Groups

[bIS_ACM1, ["ACR_SpecialForcesPatrolLandRover", "ACR_MotorizedPatrol", "ACR_InfantryPatrol", "Mi171Sh_CZ_EP1", "LandRover_Special_CZ_EP1", "LandRover_CZ_EP1"]] call BIS_ACM_addGroupClassesFunc;

//Define TK Army Groups

[bIS_ACM1, ["TK_InfantrySquad", "TK_InfantrySection", "TK_InfantrySectionAT", "TK_InfantrySectionAA", "TK_InfantrySectionMG", "TK_SniperTeam", "TK_SpecialPurposeSquad", "TK_MotorizedPatrol", "TK_MotorizedPatrol", "Mi24_D_TK_EP1", "Mi17_TK_EP1", "UH1H_TK_EP1", "LandRover_MG_TK_EP1", "V3S_TK_EP1", "Ural_ZU23_TK_EP1", "LandRover_SPG9_TK_EP1"]] call BIS_ACM_addGroupClassesFunc;

//Define TK INS Groups

[bIS_ACM1, ["TK_INS_Group", "TK_INS_Patrol", "TK_INS_AATeam", "TK_INS_ATTeam", "TK_INS_Technicals", "TK_INS_MotorizedGroup", "UAZ_AGS30_TK_EP1", "UAZ_MG_TK_EP1", "Lada1_TK_CIV_EP1", "Lada2_TK_CIV_EP1", "LandRover_TK_CIV_EP1", "Offroad_DSHKM_TK_GUE_EP1", "Offroad_SPG9_TK_GUE_EP1", "Pickup_PK_TK_GUE_EP1", "Old_moto_TK_Civ_EP1", "S1203_TK_CIV_EP1", "VolhaLimo_TK_CIV_EP1", "Volha_1_TK_CIV_EP1" ,"Volha_2_TK_CIV_EP1", "hilux1_civil_3_open_EP1"]] call BIS_ACM_addGroupClassesFunc;

//Skill range for spawned units

[0.2, 0.4, ACM_1] call BIS_ACM_setSkillFunc;

//Amount of ammo spawned units possess

[0.2, 0.5, ACM_1] call BIS_ACM_setAmmoFunc;

//Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.

["ground_patrol", 1, ACM_1] call BIS_ACM_setTypeChanceFunc;

["air_patrol", 1, ACM_1] call BIS_ACM_setTypeChanceFunc;

hint "ACM Cfg processed"; //debug

/*

ambientcombat=compile preprocessfile "AmbientCombat.sqf";[this] call ambientcombat;

"BIS_US", "BIS_TK", "BIS_TK_INS", "BIS_TK_GUE", "BIS_UN", "BIS_TK_CIV", "BIS_CIV_special"

*/

EDIT:Could someone explain this? :/

//You can pass both actual CfgGroups Config entries or class name Strings.

[<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_addGroupClassesFunc;

Edited by FelixK44

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Oh sorry, I got confused by what you actually wanted. So what you want to do is to define the group types each faction spawns... am I right, or am I missing the point again? Anyway, I think that what you've got in you're second post should work fine:

[bIS_ACM1, ["TK_InfantrySquad", "TK_InfantrySection", "TK_InfantrySectionAT", "TK_InfantrySectionAA", "TK_InfantrySectionMG", "TK_SniperTeam", "TK_SpecialPurposeSquad", "TK_MotorizedPatrol", "TK_MotorizedPatrol", "Mi24_D_TK_EP1", "Mi17_TK_EP1", "UH1H_TK_EP1", "LandRover_MG_TK_EP1", "V3S_TK_EP1", "Ural_ZU23_TK_EP1", "LandRover_SPG9_TK_EP1"]] call BIS_ACM_addGroupClassesFunc;

I think I got this working somehow ages ago. I'll look through my scripts and play around a little to see if I can remember how.

EDIT: Ahhh, sorry, I think I got something else working, but failed to get this one to work (my memory is a bit vague). Sorry that I can't help.

Edited by kyfohatl

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Yeah, Thats exactly what im trying to do but I think having two of these thingys will over write each other so.....am confused :p:

thingys below:

[bIS_ACM1, ["TK_InfantrySquad", "TK_InfantrySection", "TK_InfantrySectionAT", "TK_InfantrySectionAA", "TK_InfantrySectionMG", "TK_SniperTeam", "TK_SpecialPurposeSquad", "TK_MotorizedPatrol", "TK_MotorizedPatrol", "Mi24_D_TK_EP1", "Mi17_TK_EP1", "UH1H_TK_EP1", "LandRover_MG_TK_EP1", "V3S_TK_EP1", "Ural_ZU23_TK_EP1", "LandRover_SPG9_TK_EP1"]] call BIS_ACM_addGroupClassesFunc;

[bIS_ACM1, ["US_RifleSquad", "US_WeaponsSquad", "US_MotorizedSection", "US_HeavyATTeam", "US_TeamSupport", "US_MechanizedInfantrySquadICVM2", "US_MQ9Flight", "US_AH64DFlight", "US_UH60MFlight"]] call BIS_ACM_addGroupClassesFunc;

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