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GodsFist

Ai spawning units for the Unsung mod

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Hello i'm making a sp mission for the Unsung mod but I'm stuck.

I want some vc ai's spawning behind a house.

I've placed a marker on the map named:spawnPoint1 and put this code in a trigger.

groupName = [getMarkerPos "spawnPoint1", EAST, 10] call BIS_fnc_spawnGroup;

Everything works fine but instead of Vietcong ai's there are Russians soldiers.

I've looked in the Unsung handbook and find a VC Rifle Squad named "uns_mf_vc8a".

We're can i put this so there would be Vietcong soldiers?

I Hope someone can help me!!!

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Here is a Script I found a while ago, go through what it says and put the units down in the editor etc, have a look, I didn't make it:

(murk_spawn.sqf)

//    File: murk_spawn.sqf
//	Function: to allow for simple trigger based spawning using editor placed units and waypoints.
//		    The script deletes all units when the mission start and the recreate them on command.
//			The script also captures mission, so it can be loaded with murk_spawn_loaded.sqf.
//    Parameters: 
//			_this select 0: OBJECT - unit name (this) 
//			_this select 1: STRING - trigger name
//			_this select 2: STRING - spawn type ("once","repeated","wave" and "reset")
//			_this select 3 (optional): NUMBER - spawn lives (the amount of time the unit respawns, or wave number)
//			_this select 4 (optional): NUMBER - spawn delay
//			_this select 5 (optional): STRING - init string called for the leader of the group
//			_this select 6 (optional): NUMBER-  will start removal sequence of all dead group members after X seconds (default 120)


//	=== Usage: === 
//		Example trigger: Anybody Once (or whatever you want), onActivation: catch_trigger = "triggername"; publicVariable "catch_trigger"; 
//		Unit (leader of group):	nul = [this,"triggername","SPAWNTYPE",LIVES,DELAY] execVM "murk_spawn.sqf"; 
//		
//      Example: nul = [this,"triggername","once"] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger
//      Example: nul = [this,"triggername","repeated",4,30] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit based on the trigger, then respawn it 4 times with a 30 second delay upon death
//      Example: nul = [this,"triggername","wave",5,60] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger, then respawn the entire group (regardless of deaths) 5 times with 60 seconds between
//      Example: nul = [this,"triggername","reset",5] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger, then reset the trigger after a preset time (15 seconds default). The unit will be created when trigger is true again, maximum number of lives.
// -----------------------------------------------------------------------------------------------------
//
// V8 (ArmAIIholic)
// - Waypoints are also remembered -- no dummy groups at all!!!
// - You get the output on Clipboard you can paste and execute. Added loader for Clipboard missions.
// V7 (ArmAIIholic)
// - Added GameLogic center to reduce number of dummy groups at the beginning, and in modes repeated and reset
// - Changed beginning scope to isServer, rather than using exitWith
// - Shortened initializing trigger part in init.sqf
// - Added original instructions and examples, adapted for v7
// - SQM is from v5 with some groups added
// V6 - Dedicated to Xeno, for his advice
// - Fix: Performance/effiency optimizations across the board
//	- Shortened parameters
// 	- Improved group cleanup, units in groups are now always deleted so that the group can be deleted
//	- New type of unit cleanup, no longer spawns eventhandlers for each unit
//	- Better array usage, no more additions over multiple arrays
//	- Moved the internal turret crew function out
//	- Further attempt to make vehicle/infantry storage and recreation more similar in order to cut code
// - Fix: Now supports mixed infantry and vehicle groups
// V5
// - Change: Removed group and function scripts, everything done in a single file
// - Change: Spawn trigger variable is now a setVariable of the trigger instead of a global variable
// - Add: Option to enable removal of dead units, eventhandler attached to everyone spawning
// - Fix: Should now work in multiplayer on a dedicated server (only tested on a local dedicated/join setup however)
// - Fix: Performance issues with helos from V4 resolved
// - Fix: Some minor bugs with the optional parameters
// - Fix: Now properly support crews in turrets-on-turrets (had to bring in some BIS made functions)
// V4
// - See older versions

// This script is serverside
if(isServer) then 
{

// -------------------  Init  ----------------------- //
_countThis = count _this;

// ----------------  Parameters  -------------------- //
_unit = _this select 0;
_trigger = _this select 1;
_spawntype = _this select 2;
_spawnlives = if (_countThis >= 4) then { _this select 3; } else { 1 }; // Optional
_spawndelay = if (_countThis >= 5) then { _this select 4; } else { 1 }; // Optional
_initString = if (_countThis >= 6) then { _this select 5; } else { "" }; // Optional
_bodyRemove = if (_countThis >= 7) then { _this select 6; } else { 120 }; // Optional

// --  Delete the unit (this is always done ASAP)  -- //
_unitArray = [];
_unitGroup = group _unit;
_unitsInGroup = units _unitGroup;
_unitCount = count _unitsInGroup;
_unitsInGroupAdd = [];
_side = side _unitGroup;

while { _unitCount > 0 } do { 
// The currently worked on unit
_unitsInGroup = units _unitGroup;
_unit = _unitsInGroup select 0;
_unitCount = count _unitsInGroup;
// Check if its a vehicle
if ( (vehicle _unit) isKindOf "LandVehicle" OR (vehicle _unit) isKindOf "Air") then { 
	_vcl = vehicle _unit;
	if (!(_vcl in _unitsInGroupAdd) AND (typeOf _vcl != "")) then {
		_unitsIngroupAdd set [count _unitsInGroupAdd, _vcl];
		_unitCrewArray = [];
		_crew = crew _vcl;
		{ _unitCrewArray set [count _unitCrewArray, typeOf _x]; } forEach _crew;
		_unitInfoArray = [typeOf _vcl,getPos _vcl,getDir _vcl,vehicleVarName _vcl,skill _vcl,rank _vcl,weapons _vcl,magazines _vcl,_unitCrewArray];
		_unitArray set [count _unitArray, _unitInfoArray];
		deleteVehicle _vcl;
		{ deleteVehicle _x; } forEach _crew;
	};
}
// Otherwise its infantry
else {
	_unitInfoArray = [typeOf _unit,getPos _unit,getDir _unit,vehicleVarName _unit,skill _unit,rank _unit,weapons _unit,magazines _unit,[]]; 
	_unitArray set [count _unitArray, _unitInfoArray];
	deleteVehicle _unit;
};
sleep 0.01;
};

// Gathering waypoints
_countWaypoints = 0;
_waypointsArray = [];
_waypointsEntry = [];

_countWaypoints = count(waypoints _unitGroup);

for [{_i=0}, {_i < _countWaypoints}, {_i=_i+1}] do
{
_waypointsEntry = [];

_wPos = waypointPosition [_unitGroup, _i];
_wHPos = waypointHousePosition [_unitGroup, _i];
_wBih = waypointBehaviour [_unitGroup, _i];
_wCM = waypointCombatMode [_unitGroup, _i];
_wCR = waypointCompletionRadius [_unitGroup, _i];
_wDes = waypointDescription [_unitGroup, _i];
_wForm = waypointFormation [_unitGroup, _i];
_wScr = waypointScript [_unitGroup, _i];
_wShw = waypointShow [_unitGroup, _i];
_wSp = waypointSpeed [_unitGroup, _i];
_wSt = waypointStatements [_unitGroup, _i]; //diag_log _wSt;
_wTo = waypointTimeout [_unitGroup, _i];
_wTy = waypointType [_unitGroup, _i];

_waypointsEntry = _waypointsEntry + [_wPos] + [_wHPos] + [_wBih] + [_wCM] + [_wCR] + [_wDes] + [_wForm] + [_wScr] + [_wShw] + [_wSp] + [_wSt] + [_wTo] + [_wTy];

_waypointsArray = _waypointsArray + [_waypointsEntry];
};

//diag_log format ["Waypoints' array : %1",_waypointsArray];

deleteGroup _unitGroup;

// --------------  Record mission  ------------------ //

_gatherData = [];

_gatherData = _gatherData + [_unitArray] + [_side] + [_waypointsArray] + [_trigger] + [_spawntype] + [_spawnlives] + [_spawndelay] + [_initString] + [_bodyRemove];

Mission_capture = Mission_capture + [_gatherData];


// -----------------  Functions  -------------------- //

// *WARNING* BIS FUNCTION RIPOFF - Taken from fn_returnConfigEntry as its needed for turrets and shortened a bit
_fnc_returnConfigEntry = {
private ["_config", "_entryName","_entry", "_value"];
_config = _this select 0;
_entryName = _this select 1;
_entry = _config >> _entryName;
//If the entry is not found and we are not yet at the config root, explore the class' parent.
if (((configName (_config >> _entryName)) == "") && (!((configName _config) in ["CfgVehicles", "CfgWeapons", ""]))) then {
	[inheritsFrom _config, _entryName] call _fnc_returnConfigEntry;
}
else { if (isNumber _entry) then { _value = getNumber _entry; } else { if (isText _entry) then { _value = getText _entry; }; }; };
//Make sure returning 'nil' works.
if (isNil "_value") exitWith {nil};
_value;
};

// *WARNING* BIS FUNCTION RIPOFF - Taken from fn_fnc_returnVehicleTurrets and shortened a bit
_fnc_returnVehicleTurrets = {
private ["_entry","_turrets", "_turretIndex"];
_entry = _this select 0;
_turrets = [];
_turretIndex = 0;
//Explore all turrets and sub-turrets recursively.
for "_i" from 0 to ((count _entry) - 1) do {
	private ["_subEntry"];
	_subEntry = _entry select _i;
	if (isClass _subEntry) then {
		private ["_hasGunner"];
		_hasGunner = [_subEntry, "hasGunner"] call _fnc_returnConfigEntry;
		//Make sure the entry was found.
		if (!(isNil "_hasGunner")) then {
			if (_hasGunner == 1) then {
				_turrets = _turrets + [_turretIndex];		
				//Include sub-turrets, if present.
				if (isClass (_subEntry >> "Turrets")) then { _turrets = _turrets + [[_subEntry >> "Turrets"] call _fnc_returnVehicleTurrets]; } 
				else { _turrets = _turrets + [[]]; };
			};
		};
		_turretIndex = _turretIndex + 1;
	};
};
_turrets;
};

_fnc_moveInTurrets = {	
private ["_turrets","_path","_i"];
_turrets = _this select 0;
_path = _this select 1;
_currentCrewMember = _this select 2;
_crew = _this select 3;
_spawnUnit = _this select 4;
_i = 0;     
while {_i < (count _turrets)} do { 
	 _turretIndex = _turrets select _i;
	_thisTurret = _path + [_turretIndex];
	(_crew select _currentCrewMember) moveInTurret [_spawnUnit, _thisTurret]; _currentCrewMember = _currentCrewMember + 1;
	//Spawn units into subturrets.
	[_turrets select (_i + 1), _thisTurret, _currentCrewmember, _crew, _spawnUnit] call _fnc_moveInTurrets;
	_i = _i + 2;
};
};

// This is the general cleanup function running in the background for the group, replaces the removebody eventhandler and delete group in V5
_fnc_cleanGroup = {
_group = _this select 0;
_unitsGroup = units _group;
_sleep = _this select 1;
// Hold until the entire group is dead
while { ({alive _x} count _unitsGroup) > 0 } do { sleep 5; };
sleep _sleep;
{
	_origPos = getPos _x;
	_z = _origPos select 2;
	_desiredPosZ = if ( (vehicle _x) iskindOf "Man") then { (_origPos select 2) - 0.5 } else { (_origPos select 2) - 3 };
	if ( vehicle _x == _x ) then {
		_x enableSimulation false;
		while { _z > _desiredPosZ } do { 
			_z = _z - 0.01;
			_x setPos [_origPos select 0, _origPos select 1, _z];
			sleep 0.1;
		};
	};
	deleteVehicle _x; 
	sleep 5;
} forEach _unitsGroup;		
// Now we know that all units are deleted
deleteGroup _group;
};

_fnc_spawnUnit = {
// We need to pass the old group so we can copy waypoints from it, the rest we already know
_oldGroup = _this select 0;
_newGroup = createGroup (_this select 1);
_waypointsArray = _this select 2;
// If the old group doesnt have any units in it its a spawned group rather than respawned
if ( count (units _oldGroup) == 0) then { deleteGroup _oldGroup; };
{
	_spawnUnit = Object;
	_unitType = _x select 0; _unitPos  = _x select 1; _unitDir  = _x select 2;
	_unitName = _x select 3; _unitSkill = _x select 4; _unitRank = _x select 5;
	_unitWeapons = _x select 6; _unitMagazines = _x select 7; _unitCrew = _x select 8;
	// Check if the unit has a crew, if so we know its a vehicle
	if (count _unitCrew > 0) then { 
		if (_unitPos select 2 >= 10) then { 
			_spawnUnit = createVehicle [_unitType,_unitPos, [], 0, "FLY"]; 
			_spawnUnit setVelocity [50 * (sin _unitDir), 50 * (cos _unitDir), 0];
		}
		else { _spawnUnit = _unitType createVehicle _unitPos; };
		// Create the entire crew
		_crew = [];
    			{ _unit = _newGroup createUnit [_x, getPos _spawnUnit, [], 0, "NONE"]; _crew set [count _crew, _unit]; } forEach _unitCrew;
      	// We assume that all vehicles have a driver, the first one of the crew
		(_crew select 0) moveInDriver _spawnUnit;
		// Count the turrets and move the men inside	      	
      	_turrets = [configFile >> "CfgVehicles" >> _unitType >> "turrets"] call _fnc_returnVehicleTurrets;
      	[_turrets, [], 1, _crew, _spawnUnit] call _fnc_moveInTurrets; 	      	
	}
	// Otherwise its infantry
	else { 
		_spawnUnit = _newGroup createUnit [_unitType,_unitPos, [], 0, "NONE"]; 
		removeAllWeapons _spawnUnit;
		{_spawnUnit removeMagazine _x} forEach magazines _spawnUnit;
		removeAllItems _spawnUnit;
		{_spawnUnit addMagazine _x} forEach _unitMagazines;
		{_spawnUnit addWeapon _x} forEach _unitWeapons;
		_spawnUnit selectWeapon (primaryWeapon _spawnUnit);
	};
	// Set all the things common to the spawned unit
	_spawnUnit setDir _unitDir;
	_spawnUnit setSkill _unitSkill;
	_spawnUnit setUnitRank _unitRank;
	if (_spawntype == "once" OR _spawntype == "repeated") then { 
		_spawnUnit setVehicleVarName _unitName;
		if (vehiclevarname _spawnUnit != "") then { _spawnUnit setVehicleInit format["%1=this;",_unitName]; processInitCommands; };
	};
} forEach _unitArray;

private ["_i"]; _i = 0;

//Let's return them their waypoints
{
	//diag_log format ["All data : %1",_x];
	_wp = _newGroup addWaypoint [(_x select 0),0,_i];
	[_newGroup, _i] setWaypointHousePosition (_x select 1);	
	[_newGroup, _i] setWaypointBehaviour (_x select 2);
	[_newGroup, _i] setWaypointCombatMode (_x select 3);
	[_newGroup, _i] setWaypointCompletionRadius (_x select 4);
	[_newGroup, _i] setWaypointDescription (_x select 5);
	[_newGroup, _i] setWaypointFormation (_x select 6);
	[_newGroup, _i] setWaypointScript (_x select 7);
	[_newGroup, _i] showWaypoint (_x select 8);
	[_newGroup, _i] setWaypointSpeed (_x select 9);
	[_newGroup, _i] setWaypointStatements (_x select 10);
	[_newGroup, _i] setWaypointTimeout (_x select 11);
	[_newGroup, _i] setWaypointType (_x select 12);

	_i = _i + 1;

} forEach _waypointsArray;

// Setting the leaders init and the groups body removal time
(vehicle (leader _newGroup)) setVehicleInit _initString; processInitCommands;
// Run the cleanup function for this group
[_newGroup, _bodyRemove] spawn _fnc_cleanGroup;

// Have to return the new group
_newGroup;
};

//diag_log format ["Number of groups : %1",(count allGroups)];

// --------------  Waiting period  ------------------ //
waitUntil { _trigger == catch_trigger };

// ---------------  Spawn Modes  ------------------- //
// REPEAT MODE, i.e. basic respawn based on lives
if (_spawntype == "repeated") then {
while { _spawnlives > 0 } do {
	_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
	_spawnLives = _spawnLives - 1;
	_unitsGroup = units _unitGroup;	
	while { ({alive _x} count _unitsGroup) > 0 } do { sleep 2; };
	sleep _spawndelay;
};
};

// WAVE MODE, this is fairly simple, just sleep a while then respawn. Spawnlives in this case is number of waves
if (_spawntype == "wave") then {
while { _spawnlives > 0 } do {
	_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
	_spawnLives = _spawnLives - 1;
	sleep _spawndelay;
};
};

// RESET MODE, sleep a while then set the variable to false (even if you set it like 50 times over). Spawn lives is used to tick how many times its possible to reset.
if (_spawntype == "reset") then {
while { _spawnlives > 0 } do {
	_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
	_spawnLives = _spawnLives - 1;
	sleep 15;
	catch_trigger = "none";
	waitUntil {_trigger == catch_trigger};
};
};

// ONCE MODE
if (_spawntype == "once") then { _unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit; };

};

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Thanks but I'm not that good at scripting (still learning) and have really now idea were to change the units to unsung.

Can you help me please?

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You literally put the units down in the editor (it can be any unit, including unsung units), then read the section of the script in a comment called 'usage', and then the AI will spawn with a Trigger, such as blufor/opfor present, not present, radio alpha etc.

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You literally put the units down in the editor (it can be any unit, including unsung units), then read the section of the script in a comment called 'usage', and then the AI will spawn with a Trigger, such as blufor/opfor present, not present, radio alpha etc.

All we have to do is read the section of the script in a comment called 'usage' and then AI will start spawning? This truly is an amazing script lol.

All joking aside, I know this is truly asking a lot, but Is there anyone with experience with this mod willing to explain with a little more detail how to use this?

Thank you very much!

Edited by SteelSampson

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I'll see if I can find the script on Armaholic...

http://www.armaholic.com/page.php?id=7074&highlight=MURK

This is it, includes a download mission etc! :)

So I read the entire page, I studied both demo missions... I still don't understand how the Example: nul = [this,"triggername","once"] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger. How do I decide what is connected to the trigger? How do I make the execVM "murk_spawn.sqf"; spawn certain units on the map?

Thanks.

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I am also confused about this mod, how does one use the clipboard?

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Mihikle thanks for this script, It works for me now THANK YOU!!!

:dancehead: :icon_dj: :dancehead:

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Mihikle thanks for this script, It works for me now THANK YOU!!!

:dancehead: :icon_dj: :dancehead:

Can you please share how this script works with us? Thanks.

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I can't explain how the script works but i can explain how i use it?

1.I put the murk_spawn.sqf,murk_spawn_loaded.sqf,init.sqf,loader.sqf

from the demo mission in my mission.

2.Than I put a vc group with a waypoint on the map.

3.In the init from the boss i put: nul = [this,"triggerone","once"] execVM "murk_spawn.sqf";

4.Then I put a trigger with

activation: Anybody,

condition: (vehicle player) in thislist

onAct: catch_trigger = "triggerone"; publicVariable "catch_trigger";

"triggerone" can be any name you want.

I hope it works for U2

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I can't explain how the script works but i can explain how i use it?

1.I put the murk_spawn.sqf,murk_spawn_loaded.sqf,init.sqf,loader.sqf

from the demo mission in my mission.

2.Than I put a vc group with a waypoint on the map.

3.In the init from the boss i put: nul = [this,"triggerone","once"] execVM "murk_spawn.sqf";

4.Then I put a trigger with

activation: Anybody,

condition: (vehicle player) in thislist

onAct: catch_trigger = "triggerone"; publicVariable "catch_trigger";

"triggerone" can be any name you want.

I hope it works for U2

Thank You it works great!

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