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Otterbear

SOF and support units asignment problem.

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OK, Im using OA; patched up to 1.55

I'm in the editor;

I created a marker so that no OPFOR are spawned in my "base of operations".

I created a trigger to KILL all OPFOR that enter my "base of operations".

ALL units start within the "base of operations".

so I have my units

...a crew of men and an empty M1A1,

...Several/all of the necessary support units, (MED EVAC unit(s), Repair truck, fuel truck, ect.)

...I've given them their respective "support" way-points. (just a ways in front of the vehicles.), and at least one M1A1 for protection.

...I've assigned each of the protection units as a lower rank, and grouped them to their respective support vehicle which I in turn gave a higher rank.

...I've added the ACM module, as well as SOF, and some Civilians and cars, and the animals for good measure. These are all synchronized with the Player. I made sure to remove the auto-grouping of these modules.

The trouble is ...whenever the SOF module gives me the "Downed Pilot" scenario, the pilot is assisted by MY assigned medical support vehicles. Usually, resulting in their demise long before I need them.

I called for support, and waited and eventually 13 crew members of the various tanks and trucks - showed up, but without their vehicles. I can only assume they lost them to enemy action.:eek:

I had actually assigned 3 tanks to protect my Repair truck and ammo truck.

This was who I also called for and they lost all their vehicles too. :confused:

Am I doing something wrong?

Is the SOF Module going to use assets I need always?

How can I have more then one firefight in one ENTIRE night; if I don't use SOF...OK, granted I could place 200 individuals/groups and such I guess. But, then what is the purpose of the SOF module?

Kinda frustrated. (ACM is pathetic at placing OPFOR, the SOF module uses up your support personnel/vehicles, the Civilian module works when it wants too...the Civilian Car Module works like a charm, and there is no lacking of animals)...where is the aspirin?

Any help will be greatly appreciated.

PS: I've tried the init.sqf script touted so much on here and it does nothing but turn off ACM completely. (When that doesn't happen, I end up with ALL the units I specifically DID NOT ask for...sheesh!)

Script follows; I named my ACM module BIS_ACM.

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

waitUntil {BIS_ACM getVariable "initDone"};

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

[.25, BIS_ACM] call BIS_ACM_setIntensityFunc;

//min max spawn distance

[bIS_ACM, 100, 300] call BIS_ACM_setSpawnDistanceFunc;

//factions to be spawned

[["USMC", "RU"], BIS_ACM] call BIS_ACM_setFactionsFunc;

//Skill range for spawned units

[0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc;

//Amount of ammo spawned units possess

[0.2, 0.5, BIS_ACM] 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, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

["air_patrol", -1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

Edited by Otterbear

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