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The Hebrew Hammer

Mission Makers: How Do You Spawn Your AI?

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I've been watching a lot of videos in the User Video thread and in all of the operations I've seen they seem to know that a certain convoy will be coming down a certain road or that there's enemy in one town or landmark.

I'm aware that a lot of populating an area can be done with DAC, but it appears that a lot of mission makers don't use it. So how can I create make dynamic missions without dac?

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I use UPSMON, but there are multiple ways to do so. Just search for UPS, UPSMON and GL4 on the forums here.

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I use UPS type scripts:

UPS with respawning non-playable AI

http://www.armaholic.com/page.php?id=1086

AI respawn group patrol area using UPS

http://www.armaholic.com/page.php?id=6540

AI vehicle respawn patrol area using UPS

http://www.armaholic.com/page.php?id=6543

UPS - Urban patrol script

http://kronzky.info/ups/index.htm

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Is it okay to mix UPSMON with regular UPS?

I'm using the fortify parameter in UPSMON, but I want the respawn function of UPS. My init is going to look something like this:

nul = [this,"fortify","phaseline1"] execVM

"upsmon"; nul = [this, 3, 10, "spawn","phaseline1"] execVM "AI_respawn_UPS\AI_respawn_UPS_init.sqf";

---------- Post added at 08:52 PM ---------- Previous post was at 08:12 PM ----------

nevermind, one always overrides the other... is there a way around that? I just want my AI to spawn after dying and then fortify, is there a script already in the game for that? The respawn UPS script doesn't let me change the AI behavior so instead of bum rushing they patrol, not what I want..

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