tarkett9 10 Posted September 14, 2013 So I googled it , searched YouTube , can't find a detailed tutorial on how to use the F7 defence module for simple horde type combat. Anybody got a clue? Share this post Link to post Share on other sites
dna_uk 30 Posted September 15, 2013 Go ahead and unpack the mission PBO files to see how it's done. Share this post Link to post Share on other sites
gammadust 12 Posted September 15, 2013 Try "Show Info" (bottom right on the modules menu) in editor it should give you a hand at the basic setup. (triggers+units+module placement and sinchronization) Apart from that never used it, but check it's description. Share this post Link to post Share on other sites
tarkett9 10 Posted September 15, 2013 You guys are no help at all. Share this post Link to post Share on other sites
gammadust 12 Posted September 15, 2013 Have you noticed that if you click on the icons on the Visual Scheme you will find the purpose of each object further informing how to setup? What do you mean "simple horde type combat"? Share this post Link to post Share on other sites
KevsNoTrev 44 Posted September 15, 2013 (edited) User removed their post. Edited December 16, 2013 by KevsnoTrev Obselete info Share this post Link to post Share on other sites
Phantom 11 Posted September 15, 2013 Try "Show Info" (bottom right on the modules menu) in editor it should give you a hand at the basic setup. (triggers+units+module placement and sinchronization) Apart from that never used it, but check it's description. Done... BUT the description is a failure - it won't run !! I have open the "Defend Kamino" and the "Defend blabla on Altis"... i.e. you must set a enemie ai, named him "bis_curator" and synchronise him with the stuff you want to Spawn through the curator-logic !! also u must define the costs for the Troops inside a *.sqf (BI called it initCurator.sqf) and put a "#include initCurator.sqf" in your init.sqf !! You can't find this information inside the desciption... Open the BI Missions and take a look inside !! I have build a simple Defendmission yesterday, to check up the mechanism - i can upload this Samplemission later this day, if you are interested !! ;) Greetz, Phantom Share this post Link to post Share on other sites
Polygon 11 Posted September 15, 2013 Done... BUT the description is a failure - it won't run !! I have open the "Defend Kamino" and the "Defend blabla on Altis"... i.e. you must set a enemie ai, named him "bis_curator" and synchronise him with the stuff you want to Spawn through the curator-logic !! also u must define the costs for the Troops inside a *.sqf (BI called it initCurator.sqf) and put a "#include initCurator.sqf" in your init.sqf !! You can't find this information inside the desciption...Open the BI Missions and take a look inside !! I have build a simple Defendmission yesterday, to check up the mechanism - i can upload this Samplemission later this day, if you are interested !! ;) Greetz, Phantom this info you've provided should make its way into BIWIKI. very useful. Share this post Link to post Share on other sites
RG_Magoo 10 Posted December 16, 2013 Hi all, So with the defence module working I was trying to figure out how to configure it. Making missions for a 30+ player community and want to make the defence missions a little less dangerous for the pilots by removing the time skip every second wave, is there a solid way to override the time skip? I have tried: RscDisplayModuleSkiptime_valueMax = 0; publicvariable "RscDisplayModuleSkiptime_valueMax"; in init.sqf and it "seems" to work on localserver at least. Share this post Link to post Share on other sites