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acoustic

Dynamic insurgent spawn?

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Ok, been messing around with editor again and need some advice from the ole wise ones. There is a good bit of dynamic patrol/spawn stuff out there, but none really for insurgents. Here is what I mean: Insurgents don't wonder around in open land looking for an enemy. They hide in compounds, and in micro terrain areas (which Arma doesn't really replicate well, so its mainly compounds). I can somewhat replicate this by placing groups down manually, by adding civilian spotters, using the house garrison script, amongst other things but I can't get that dynamic spawn feeling to it. Tips?

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The best thing I've seen is MSO's CQB populator but extracting that to work in another mission might be difficult/impossible. Insurgency (Fireball's) does a great job of this as well but again not a simple copy/paste script.

House garrison script (as you mentioned)

AI Spawn script pack has a component to fill buildings:

http://www.armaholic.com/forums.php?m=posts&q=21499

Wolfy's Random house patrol script:

http://forums.bistudio.com/showthread.php?101971-cB-Random-House-Position-and-Patrol

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Have you been able to get the ai spawn script to work with Arma II?

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Place 29 markers on the map.

Place 1 insurgent on the map.

Synch the insurgent with the markers.

Each time the mission starts, the insurgent willl commence at one of 30 places at random (his original spot + 29 = 30).

Make sure each of those 30 places is a good place to hide.

When the mission starts you will forget where all those 30 places are and you will have no idea where he is!

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^Thats actually not a terrible idea. Can you do this with groups?

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Yes.

Place an empty ammo box on the map. Name it box1.

Group the box with the 29 markers. Every time the mission starts the box will start at one of 30 places at random.

Place an enemy on the map. Name him red1. In his init type red1 setPos (getPos box1)

Place an enemy on the map. Name him red2. In his init type red2 setPos (getPos box1)

Place an enemy on the map. Name him red3. In his init type red3 setPos (getPos box1)

etc etc etc

To make it more interesting use 7 enemy. Set the group leagder to 100% chance of appearing

Set the others at 50% meaning there could be any number of enemy from 1- 6 with an average of 4. Every time you play, the number of enemy will be different.

As to those 6, give 2 of them machine guns, give 2 RPGs and 2 rifles. You will never know what weapons the enemy has.

Give them all extra magazines so they don't run out. Give them all hand grenades because if they are close they will throw them.

( As you test this make red1 "playable" so you can see where he starts each time you start the mission. When your testing is finished make him "unplayable" again).

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