bangabob 45 Posted May 3, 2013 Cheers for this mate, I got it working with help and code customization by/from SPUn!@BangaBob - Is that the only way to do it or? Dirty Haz Yeah. Feel free to adapt the script with more squads but good luck. I've tried that route and things get very weird Share this post Link to post Share on other sites
HorbeySpector 164 Posted May 3, 2013 ill see if I can change it to get it to work with arma 2 this weekend. :D Share this post Link to post Share on other sites
bangabob 45 Posted May 4, 2013 ill see if I can change it to get it to work with arma 2 this weekend. :D Awesome. If you get it working please share your configs. It will be very useful Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 6, 2013 ill see if I can change it to get it to work with arma 2 this weekend. Wouldn't this be a matter of changing the classnames for the units in the script, or is there coding specific to Arma3 that would prevent this script from working for Arma2CO? Share this post Link to post Share on other sites
bangabob 45 Posted May 6, 2013 Yould need to change _eastHeavyInfantry = ["OIA_InfSquad_Weapons","OIA_InfTeam","OIA_InfTeam_AT"]; _eastHouseInfantry = ["OIA_InfTeam","OIA_InfTeam_AT"]; _eastMotorisedInfantry = ["O_Ifrit_GMG_F","O_Ifrit_MG_F"]; and case 0: { if (_debugHint) then {Hint "EAST AI selected";}; _heavyInfantry = _eastHeavyInfantry; _houseInfantry = _eastHouseInfantry; _motorisedInfantry = _eastMotorisedInfantry; _grpType = "OPF_F"; _sideAdjust = East; _GrpClass = "infantry"; _heavyGrpClass = "infantry"; _aiSide = "EAST"; _detectionSide = "WEST"; _eastTanks = ""; }; To ARMA 2 commands so _grpType = "OPF_F"; would be _grpType = "RU"; Share this post Link to post Share on other sites
JMOxx75 10 Posted May 9, 2013 (edited) Is it possible to have (best way to describe it sorry) hooks into units that spawn? For instance once the group has spawned from a particular marker is there a way to use a trigger to essentially hook that unit so I can control things like giving them way points and changing their behavior? I was avoiding asking if you could add additional parameters for these things if there was a way for me to do it externally. Something like what this thread is talking about: http://forums.bistudio.com/showthread.php?152935-Naming-a-group-created-in-a-script-when-you-call-the-script Edited May 10, 2013 by JMOxx75 Share this post Link to post Share on other sites
thedog88 4 Posted May 14, 2013 how would i set this up to spawn more random group sizes. it seams that the script only spawns 4 guys per square provided you disable reinforcements, vehicles and extra squads. when i added in extra squads they kept spawning and spawning. might have been due to my revive script however, more random group sizes would be nice. Share this post Link to post Share on other sites
bangabob 45 Posted May 14, 2013 Is it possible to have (best way to describe it sorry) hooks into units that spawn? For instance once the group has spawned from a particular marker is there a way to use a trigger to essentially hook that unit so I can control things like giving them way points and changing their behavior? I was avoiding asking if you could add additional parameters for these things if there was a way for me to do it externally.Something like what this thread is talking about: http://forums.bistudio.com/showthread.php?152935-Naming-a-group-created-in-a-script-when-you-call-the-script I dont think thats possible. All the group name are private to each marker and i can forsee many problems when trying to 'hook' them ---------- Post added at 14:36 ---------- Previous post was at 14:34 ---------- how would i set this up to spawn more random group sizes. it seams that the script only spawns 4 guys per square provided you disable reinforcements, vehicles and extra squads. when i added in extra squads they kept spawning and spawning. might have been due to my revive script however, more random group sizes would be nice. You can add more group types to the pools at the top of the script. This will spawn different sized groups. But individually creating units will require a new perspective on the script. Share this post Link to post Share on other sites
HazJ 1289 Posted May 16, 2013 I am trying to use this in my mission but am having a problem with it, the marker does not change to green after I kill all the enemy in the zone??? Dirty Haz Share this post Link to post Share on other sites
bangabob 45 Posted May 22, 2013 I am trying to use this in my mission but am having a problem with it, the marker does not change to green after I kill all the enemy in the zone???Dirty Haz Any more details? Share this post Link to post Share on other sites
mantls 2 Posted May 27, 2013 @TheDog88: The 3. Param in the bis_fnc_spawngroup function determines the amount/type of units which are spawned. http://community.bistudio.com/wiki/BIS_fnc_spawnGroup So in order to randomise the amount a bit more you'd have to do something like: _num = random 20; // max amount per group [getPos aPos, EAST, _num,[],[],[0.25,0.35],[],[],180] call BIS_fnc_spawnGroup; // change 1. param to your desired position Cheers. Share this post Link to post Share on other sites
pauliesss 2 Posted May 27, 2013 I am sorry if I misunderstood something, but how do you limit the area in which the spawned AI operates ? Thanks. :) Share this post Link to post Share on other sites
bangabob 45 Posted June 9, 2013 Requesting help getting this script to work on dedicated servers! Thanks in advance Share this post Link to post Share on other sites
ChardWreck 10 Posted June 10, 2013 Banga it appears to be an issue with your Occupation mission and not the EOS script. I can run EOS just fine on my dedicated server. Share this post Link to post Share on other sites
HazJ 1289 Posted June 13, 2013 Requesting help getting this script to work on dedicated servers! Thanks in advance Solved. BangaBob will be releasing the new ver soon... Dirty Haz Share this post Link to post Share on other sites
bangabob 45 Posted June 13, 2013 Confirmed works on dedicated servers! Thanks Share this post Link to post Share on other sites
mantls 2 Posted June 15, 2013 (edited) Hey, I'm having some problems with the script. this is how i call it. if (IsServer) then { _grids = []; _counter = 1; _amount = 157; while {_counter < _amount + 1} do { Call compile format [' _grids set [_counter, "ins_%1"];', _counter]; _counter = _counter + 1; }; if (!isMultiplayer) then { hint "#1 worked";}; //choose random spots _counter = 1; _amount = 85; _InsAreas = []; while {_counter < _amount + 1} do { _pick = [_grids call BIS_fnc_selectRandom]; _grids = _grids - _pick; _InsAreas = _InsAreas + _pick; _counter = _counter + 1; }; if (!isMultiplayer) then { hint "#2 worked"; _test = count _InsAreas; hint format ["%1 Areas", _test]; }; _amount = count _grids; _counter = 0; while {_counter < _amount + 1} do { _mark = _grids select _counter; _mark setMarkerAlpha 0; _counter = _counter + 1; }; if (!isMultiplayer) then { hint "#3 worked";}; _amount = count _InsAreas; _counter = 0; while {_counter < _amount + 1} do { _mark = _InsAreas select _counter; Null = [_mark,True,False,350,true,0,true] execVM "EOS.sqf"; _counter = _counter + 1; }; }; This way it returns an Error in line 113 saying: _spotfriendlies = [u]#[/u]createTrigger [........]; Error: 0 Elements provided, 3 expected. I know that the Script doesn't find the markerpos, i just dont know why however. Ive tried putting _mark into quotation marks (just to make sure) "" but while that didnt cause an error it still retursn [0,0,0] as postion. EDIT: Alright, solved it ^^ The {_counter < _amount + 1} was the problem. Sorry for bothering, should've known. cheers Edited June 15, 2013 by mantls Share this post Link to post Share on other sites
KevsNoTrev 44 Posted June 15, 2013 Hey BangaBob, great script. I am using this in conjunction with SHK_pos to get a random number of markers to give a bit of dyanmic range to the mission. My question is regarding using SHK_buildingpos in your script. The range is 50m (this is fine- I know I can extend if I want to) Hhow do I make the units patrol if they don't find a building within range? I don't like them just standing there 'waiting to be shot' thanks. Share this post Link to post Share on other sites
bangabob 45 Posted June 15, 2013 Hey BangaBob, great script.I am using this in conjunction with SHK_pos to get a random number of markers to give a bit of dyanmic range to the mission. My question is regarding using SHK_buildingpos in your script. The range is 50m (this is fine- I know I can extend if I want to) Hhow do I make the units patrol if they don't find a building within range? I don't like them just standing there 'waiting to be shot' thanks. That would be something to do with SHK_buildingpos script. Maybe edit that to get units which can't be placed anywhere to default into a patrol. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted June 15, 2013 chers Bangabob, thought so. Share this post Link to post Share on other sites
Lightninguk 0 Posted June 19, 2013 (edited) is there a way to stop the the enemy spawn if a helo fly over the zones thanks as I found it activite all the zones when there fly over them, I would like the zones to be active by bluefor infantry only ,thanks in advances Edited June 19, 2013 by Lightninguk Share this post Link to post Share on other sites
bangabob 45 Posted June 19, 2013 is there a way to stop the the enemy spawn if a helo fly over the zones thanks as I found it activite all the zones when there fly over them, I would like the zones to be active by bluefor infantry only ,thanks in advances Yeah, you have to add a height check in all the triggers. Although why don't you want a helicopter to spawn the zones Share this post Link to post Share on other sites
Lightninguk 0 Posted June 20, 2013 it just a missions I am working so how would I make that height check work in the triggers Share this post Link to post Share on other sites
bangabob 45 Posted June 20, 2013 Find _spotFriendlies trigger. Replace _spotFriendlies setTriggerStatements ["this","",""]; with _spotFriendlies setTriggerStatements ["this && {((getPosATL _x) select 2) < 5} count thislist > 0 ","",""]; Share this post Link to post Share on other sites
sbua16 19 Posted June 26, 2013 Is it just me, or is the skill of 'spawned' AI a lot higher than what we've set at as in the options. Spawned Enemy AI will have close to 90% accuracy, whereas enemy that is placed manually within the editor will have a noticeably lower accuracy level. I've noticed this not only with EOS, but with the any other script that spawns AI (including the 'site' modules within the editor). Share this post Link to post Share on other sites