celludriel 79 Posted October 18, 2015 Can eos spawn a single group as well ? For example I find following in unitPools.sqf if (_type==4) then { _tempUnit=_CHPool select (floor(random(count _CHPool))); _temparray set [count _temparray,_tempUnit]; _crew=_heliCrew select (floor(random(count _heliCrew))); _temparray set [count _temparray,_crew]; }; Does that mean I can spawn just one unit of this particular type ? Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 1, 2015 *Duplication post. Moderator please delete this* Share this post Link to post Share on other sites
pulstar 55 Posted November 4, 2015 phronk's suggestions helped fix the problem. Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 8, 2015 I want to exclude Divers (or any other water/non-water units) from spawning in the waters if a portion of the marker area happens to covers it. I tried emptying _divers array from the unitpools.sqf but throws an errorThank you Share this post Link to post Share on other sites
pulstar 55 Posted November 14, 2015 <HTML> <HEAD> <TITLE>E.O.S. Configurator</TITLE> </HEAD> <BODY BGCOLOR="FFFFFF"> <HR> <iframe width="100%" height="600" src="http://jsfiddle.net/4ygfkd4b/2/embedded/result/" allowfullscreen="allowfullscreen" frameborder="0"></iframe> <HR> <iframe width="100%" height="120" src="http://jsfiddle.net/tGMaN/126/embedded/result/" allowfullscreen="allowfullscreen" frameborder="0"></iframe> </BODY> </HTML> I've written a messy JS to input EOS values, you TAB your way through the fields starting at the top.. But I can't manipulate the final string to remove the dividers. I hope someone codes it better than I did, so we won't need extra fields or copying to the textbox to fix the extra commas. Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 28, 2015 I want to exclude Divers (or any other water/non-water units) from spawning in the waters if a portion of the marker area happens to covers it. I tried emptying _divers array from the unitpools.sqf but throws an error Thank you Ok I have got a lead on this. I believe this line inside infantry_fnc.sqf is calling the diver pool line #16: if (surfaceiswater _pos) then {_pool=[_faction,1] call eos_fnc_getunitpool;}else{_pool=[_faction,0] call eos_fnc_getunitpool;}; Because inside UnitPools.sqf, this is mentioned at line #261: if (_type isEqualTo 1) then {_tempArray=_diverPool}; Now I do not know how to ignore surfaceiswater and spawn nothing there. I mean I just want stuff to spawn on land. I cant be going underwater to kill the last remaining diver guy. Anyone? Thank you. Share this post Link to post Share on other sites
kvntvan 13 Posted November 28, 2015 Anyone know of any good AI caching scripts that work with EOS? I've tried zorrobytes and it has this strange bug with my Bastion zones that cause the AI groups not to spawn no matter how close the leader gets, until you kill the leader, then they all pop in at once and it looks weird. Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 28, 2015 Anyone know of any good AI caching scripts that work with EOS? I've tried zorrobytes and it has this strange bug with my Bastion zones that cause the AI groups not to spawn no matter how close the leader gets, until you kill the leader, then they all pop in at once and it looks weird. EOS has an in-built caching system already. See the red figure "250" in the below line: null = [["MARKERNAME","MARKERNAME2"],[2,1,70],[0,1],[1,2,30],[2,60],[2],[1,0,10],[1,0,250,WEST]] call EOS_Spawn; That is the spawn distance from the marker border and not from the center. You can customize that number as per your need. Share this post Link to post Share on other sites
kvntvan 13 Posted November 28, 2015 EOS has an in-built caching system already. See the red figure "250" in the below line: null = [["MARKERNAME","MARKERNAME2"],[2,1,70],[0,1],[1,2,30],[2,60],[2],[1,0,10],[1,0,250,WEST]] call EOS_Spawn; That is the caching distance from the marker border and not from the center. You can customize that number as per your need. That isn't really "caching" right? just the spawn distance? Just wondering because if I have a situation where a sniper looks at the location from outside 250m away (in this example) would the AI spawn or not? it doesn't seem so when I've tried. Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 28, 2015 That isn't really "caching" right? just the spawn distance? Just wondering because if I have a situation where a sniper looks at the location from outside 250m away (in this example) would the AI spawn or not? it doesn't seem so when I've tried. Like I said, that distance is adjustable and I atleast use a larger number like 800-900 as I want to scout stuff from afar (like what you are trying to achieve). I am assuming that since you are using EOS and Zbecache together, ZBE doesnt have anything to cache if it isnt spawned. Also, they both might be fighting for the caching at some point. I do not use zbecache when using DAC or EOS. IMHO they both got an amazing cache/spawn distance function :) To test if units have spawned, you may get a minor lag depending on the number of units you are spawning (higher means more clear lag) for about 1-2 seconds when you have just entered that distance. :P Share this post Link to post Share on other sites
kvntvan 13 Posted November 28, 2015 Also just wondering is there a way to script units that are spawned with EOS? I wanted to add flashlight attachments to my insurgent units for a stealth based mission? Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 30, 2015 Ok I have got a lead on this. I believe this line inside infantry_fnc.sqf is calling the diver pool line #16: if (surfaceiswater _pos) then {_pool=[_faction,1] call eos_fnc_getunitpool;}else{_pool=[_faction,0] call eos_fnc_getunitpool;}; Because inside UnitPools.sqf, this is mentioned at line #261: if (_type isEqualTo 1) then {_tempArray=_diverPool}; Now I do not know how to ignore surfaceiswater and spawn nothing there. I mean I just want stuff to spawn on land. I cant be going underwater to kill the last remaining diver guy. Anyone? Thank you. My question still remains unsolved guys. Please help :( Share this post Link to post Share on other sites
phronk 898 Posted November 30, 2015 Maybe try this?if (surfaceiswater _pos) then {}else{_pool=[_faction,0] call eos_fnc_getunitpool;}; and if (_type isEqualTo 1) then {}; Share this post Link to post Share on other sites
R3WiND S3LeK7aH 0 Posted November 30, 2015 Sorry in advance if this has been resolved somewhere earlier in this thread, I dug through 10 pages or so but I just don't have time to dig through all 57 pages and the forum search wasn't netting me relevant issues. I've got an Exile server up and running and was hoping to use this for some random spawn areas between towns and what not. I managed to successfully get the AI to spawn under the marker as desired, but it seems anything other than [1,0,35,WEST,FALSE,FALSE] and the AI immediately kill eachother upon spawning. My goal is hostile WEST (Blufor) AI, that will attack both Opfor (Zombies on my server) and Independent (players in exile). I tried spawning in the above west group and they spawned fine, didn't attack eachother or player but once I changed the mission to Independent is friendly towards no one, the same above spawned in blufor group immediately went hostile towards eachother until only one remained then attacked me. I tried some different combos before giving up. I wanted to see if EOS was working at all so I loaded the example mission that comes with EOS, dragged one of the authors default markers thats spawns Opfor [0,0,35,EAST,FALSE,FALSE] over to the salt flats so I could see them easier and same thing, as soon as they spawned they killed eachother until only one remained. If anyone has any idea why the AI are killing eachother within the same group spawned together would be greatly appreciated. If any more infor is needed to help, I'll check this regularly tonight and will update with whatever you need. Thanks! Share this post Link to post Share on other sites
avibird 1 154 Posted December 11, 2015 Would anyone have some insight how I could not let the zone/zones deactivate when no blufor human (player is not present). Right now by script default the zones reactive every time there are no human players present in the zone and a new human player enters the zone. Two questions 1. How can I stop the zone from reactivated again. 2. If you can't do that how can you stop the zone from reactivating if there are still AI blufor units left and alive inside the zone. I tryed a few months ago on my own but could not understand or follow the script to make this happen. I am back at it because I really want to use this script in a few zones of a mission template I'm working on using some of the communities best scripts as a showcase mission template. Thanks Avibird lost in the editor/SQF 's somewhere (: Share this post Link to post Share on other sites
sjdroz1 0 Posted December 12, 2015 This is very cool. thanks Share this post Link to post Share on other sites
dazholmes 4 Posted December 13, 2015 Anyone know how to add custom players i added the models in but the box just turns green and nothing spawns. my custom east section. ["LIB_SOV_AT_grenadier","LIB_SOV_captain","LIB_SOV_medic","LIB_SOV_scout_smgunner","LIB_SOV_first_lieutenant","LIB_SOV_LC_rifleman","LIB_SOV_rifleman","LIB_SOV_p_officer","LIB_SOV_sergeant","LIB_SOV_assault_mgunner","LIB_SOV_AT_soldier","LIB_SOV_assault_smgunner","LIB_SOV_assault_sergeant","LIB_SOV_sapper","LIB_SOV_scout_mgunner","LIB_SOV_lieutenant"] Share this post Link to post Share on other sites
Cossack monk 11 Posted December 14, 2015 Я очень благодарен за прекраÑную mod. Share this post Link to post Share on other sites
SantaFe 311 Posted December 20, 2015 Hi! dumb question, there's some way to use the new "EndGame" task system instead of map markers? :confused: thx! :) Share this post Link to post Share on other sites
xx_fr0st-w0lf_xx 10 Posted December 27, 2015 Hey really quick question. Is it possible to make units patrolling with EOS be aware with weapons raised instead of in safe with weapons down? Thank you much appreciated. Share this post Link to post Share on other sites
ArmaMan360 94 Posted December 28, 2015 Hey really quick question. Is it possible to make units patrolling with EOS be aware with weapons raised instead of in safe with weapons down? Thank you much appreciated. Should be easy. Open : EOS>Functions>shk_patrol. Then change the line 34 from "SAFE" to this: _grp setBehaviour "AWARE"; Share this post Link to post Share on other sites
ArmaMan360 94 Posted December 28, 2015 Hi! dumb question, there's some way to use the new "EndGame" task system instead of map markers? :confused: thx! :) Maybe name the task module and use its name in the EOS call line instead of the marker's? Not sure though. Never played Endgame. Share this post Link to post Share on other sites
ArmaMan360 94 Posted December 28, 2015 Anyone know how to add custom players i added the models in but the box just turns green and nothing spawns. my custom east section. ["LIB_SOV_AT_grenadier","LIB_SOV_captain","LIB_SOV_medic","LIB_SOV_scout_smgunner","LIB_SOV_first_lieutenant","LIB_SOV_LC_rifleman","LIB_SOV_rifleman","LIB_SOV_p_officer","LIB_SOV_sergeant","LIB_SOV_assault_mgunner","LIB_SOV_AT_soldier","LIB_SOV_assault_smgunner","LIB_SOV_assault_sergeant","LIB_SOV_sapper","LIB_SOV_scout_mgunner","LIB_SOV_lieutenant"] Have you added these to the Unitpools.sqf? If yes then please post its relevant lines. Share this post Link to post Share on other sites