pd3 25 Posted June 13, 2014 Can anyone explain in greater detail how the enemytype strings work for the skirmish script? I realize "o_soldier" refers to opfor base class somehow. What would I do to have it default to other types of opfor if I wanted? Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2014 Pretty simple really, when it initialises the skirmish script searches the config for editor placeable units whose classname containing the specified string. If you want to use skirmish for other opfor then you just need to know the classnames and work out what the common string is. Alternatively, tell me what opfor you'd like added and I can have a look at doing it. Share this post Link to post Share on other sites
pd3 25 Posted June 13, 2014 (edited) Pretty simple really, when it initialises the skirmish script searches the config for editor placeable units whose classname containing the specified string. If you want to use skirmish for other opfor then you just need to know the classnames and work out what the common string is. Alternatively, tell me what opfor you'd like added and I can have a look at doing it. Actually I wanted to try out the North Korean SF units I recently updated. Because it's kind of vague, it's not a literal unit type, but a part of a common string (which I'm not sure what that is). If I understood the logic behind it better I could probably figure it out on my own. For all the NK units it starts with NK_Soldier_XXX_XX etc Edited June 13, 2014 by Pd3 Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2014 Actually I wanted to try out the North Korean SF units I recently updated.Because it's kind of vague, it's not a literal unit type, but a part of a common string (which I'm not sure what that is). If I understood the logic behind it better I could probably figure it out on my own. For all the NK units it starts with NK_Soldier_XXX_XX etc In this case make the string "NK_Soldier" and it should work mate. Share this post Link to post Share on other sites
pd3 25 Posted June 13, 2014 In this case make the string "NK_Soldier" and it should work mate. I had no idea it would be that intuitive, that's pretty cool. Share this post Link to post Share on other sites
pd3 25 Posted June 13, 2014 Sorry to nag again, but is it possible without tremendous amounts of editing to simply add an array of multiple strings it can select from? Share this post Link to post Share on other sites
shoker 10 Posted June 13, 2014 Thanks Shoker. You can exclude ambient stuff using editor placed objects or triggers. Please read the first post which details it. Thanks :) But i play in Whole Lotta Altis map, which have updates very often, and i can't edit map without .pbo unpacking every time on every map update. =\ Maybe you can add to cfg in future - ability to disable spawn by map square-sectors (map grid)? Or by map coords with simple radius. Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2014 Sorry to nag again, but is it possible without tremendous amounts of editing to simply add an array of multiple strings it can select from? Sure. You could add something like this to line 991 of the tpw_skirmish script: _unitstring = ["tec_o_soldier_urban","tec_o_soldier_semiarid","o_soldier","tec_o_soldier"] call BIS_fnc_selectrandom; Thanks :) But i play in Whole Lotta Altis map, which have updates very often, and i can't edit map without .pbo unpacking every time on every map update. =\Maybe you can add to cfg in future - ability to disable spawn by map square-sectors (map grid)? Or by map coords with simple radius. Whole Lotta Altis already provides civilians, cars and animals doesn't it? There is already some code in the various ambient scripts which could be adopted for your purposes. For example in TPW CARS: tpw_car_excarray = []; is an array of exclusion objects, which is updated every 30 sec or so. tpwcarexc -> tpwcarexc_9 are meant to be the name of editor placed exclusion objects, but I'm pretty sure that they'll work as position arrays instead. So if you wanted to exclude cars from spawning at a given position you could try entering in the debug console tpwcarexc=[100,200,0] (or whatever position co-ordinates you wanted) Give it a go, if it doesn't work then I'll think about a plan B. Share this post Link to post Share on other sites
pathaber 10 Posted June 13, 2014 (edited) Thanks for your answer TPW :) , but I have to say ,in most time ,I decrease my TPW settings..... Well i think i've found the reason why is crash sometimes (maybe I'm wrong),I think it's AIA. I explain myself, when air script is on, I notice that when the script try to spawn a plane from arma 2 AIA ,some of TPW script don't run,or the game freeze or sometimes (not often )the game simply crash.......and when i turn air off,problem's disappear.If you have an idea about that and if it could help ,maybe it come from me ,I don't know. Thanks TPW ! Edited June 13, 2014 by pathaber Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2014 Thanks for your answer TPW :) , but I have to say ,in most time ,I decrease my TPW settings.....Well i think i've found the reason why is crash sometimes (maybe I'm wrong),I think it's AIA. I explain myself, when air script is on, I notice that when the script try to spawn a plane from arma 2 AIA ,some of TPW script don't run,or the game freeze or sometimes (not often )the game simply crash.......and when i turn air off,problem's disappear. You might be right, but I don't use AiA so I can't confirm. I have found that TPW AIR will crash on a couple of A3MP maps, I wonder if it's related. Share this post Link to post Share on other sites
pathaber 10 Posted June 13, 2014 (edited) Yes TPW,i've disabled AIA, and all issues about freeze,crash,and scripts who don't run are disappeared. At first I've think it could comming from non A3 original maps ,but (for me) only AIA bring that issue ,all my non A3 (from A3MP) installed maps work perfectly with TPW's awsome excellent f....n' amazing mod :D (n'ziwasogo,capraia,tchernarus,shapur,desert,utes, sarhani,zargabad,takistan)... Edited June 13, 2014 by pathaber Share this post Link to post Share on other sites
sonsalt6 105 Posted June 13, 2014 New update available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
gatordev 219 Posted June 15, 2014 Pretty simple really, when it initialises the skirmish script searches the config for editor placeable units whose classname containing the specified string. If you want to use skirmish for other opfor then you just need to know the classnames and work out what the common string is. Alternatively, tell me what opfor you'd like added and I can have a look at doing it. tpw, I've been busy the last week or two with RL stuff, so haven't had a chance to mess around with Skirmish. That said, since I was bugging you about it, thank you for adding this ability (above). Top notch customer service! Share this post Link to post Share on other sites
tpw 2315 Posted June 15, 2014 TPW MODS 20140615: https://dl.dropboxusercontent.com/u/481663/TPW_MODS_20140615.zip Changes: [CORE 1.02] Added civilians support to Daryah map. Map specific mod disabling - no civilian cars on maps without roads. [sKIRMISH 1.06] Added CAF Aggressors to Daryah map. Cars will now be spawned and assigned waypoints when there are no roads. ISIS style insurgents (random CAF Aggressors plus Shemags). [FOG 1.09] Added Daryah map to desert climate list. Please update your tpw_mods.hpp tpw_skirmish_enemytype = 0; // 0 = CAF_AG, 1 = CSAT, 2 = AAF, 3 = CSAT Modification Project (CMP) Arid, 4 = CMP semiarid, 5 = CMP urban, 6 = ISIS (mixed CAG Aggressors with shemags) The main changes with this update are related to the release of the excellent FSF Daryah by Makhno. This desert map map currently has no roads, so I've reworked the skirmish module so that enemy vehicles will still spawn and randomly patrol non road waypoints. The map spawns middle east civilians (if using CAF Aggressors) and has been assigned a desert climate. Lastly, with everybody's least favourite humans ISIS making news in the Levant, I've added an ISIS style faction option by spawning CAF Middle East aggressors, but randomly giving them clothes from all the other CAF Aggressors (so they can have fatigues, T-shirts, shorts etc), and topping it off with a nice shemag. Share this post Link to post Share on other sites
kremator 1065 Posted June 15, 2014 Tpw, a quick question mate. If I set enemy in skirmish to CAF_AG, but I forget to have it installed, will it crash or will tpw_mods detect that I've been stupid and substitute in an alternative? Share this post Link to post Share on other sites
Guest Posted June 15, 2014 New version frontpaged on the Armaholic homepage. TPW MODS v20140615Community Base addons A3 ================================================= We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
gliptal 25 Posted June 15, 2014 TPW SETTINGS [1.11.3]- parameters matching SKIRMISH [1.06] No need to manually update your presets. Yay! Share this post Link to post Share on other sites
Hoffinator 1 Posted June 15, 2014 I've been trying to get Kaelies' excellent South Zagorian Army Mod to work with Skirmish, but it isn't spawning any of the units I've put in the _unitstring bit. Went into the TPW_Skirmish.sqf in the mod folder, tried to follow the same thing as the other mod-oriented spawns such as CAF and etc. and added this (underneath the other enemy types) Case 7: if (isclass (configfile/"CfgWeapons"/"kae_TK_Hat")) then { _unitstring = "kae_TK_FAL" _carstring = "Kae_RDS" }else { _unitstring = "o_soldier"; _carstring = "o_mrap"; }; }; Then went into the userconfig's .hpp file and changed tpw_skirmish_enemytype = 0; to 7. Did so in the Skirmish.sqf too, but it still spawns CSAT? I'm sure I'm missing something super simple, any ideas? Share this post Link to post Share on other sites
tpw 2315 Posted June 16, 2014 Tpw, a quick question mate. If I set enemy in skirmish to CAF_AG, but I forget to have it installed, will it crash or will tpw_mods detect that I've been stupid and substitute in an alternative? Stupidity filter in place :) If you don't have CAF AG or CSAT replacement project units then it will default to using standard CSAT OPFOR. Share this post Link to post Share on other sites
tpw 2315 Posted June 16, 2014 (edited) I've been trying to get Kaelies' excellent South Zagorian Army Mod to work with Skirmish, but it isn't spawning any of the units I've put in the _unitstring bit.Went into the TPW_Skirmish.sqf in the mod folder, tried to follow the same thing as the other mod-oriented spawns such as CAF and etc. and added this (underneath the other enemy types) Case 7: if (isclass (configfile/"CfgWeapons"/"kae_TK_Hat")) then { _unitstring = "kae_TK_FAL" _carstring = "Kae_RDS" }else { _unitstring = "o_soldier"; _carstring = "o_mrap"; }; }; Then went into the userconfig's .hpp file and changed tpw_skirmish_enemytype = 0; to 7. Did so in the Skirmish.sqf too, but it still spawns CSAT? I'm sure I'm missing something super simple, any ideas? There's nothing wrong with your code other than some missing semicolons. _unitstring = "kae_TK_FAL"; _carstring = "Kae_RDS"; If you fix this and it still doesn't work then I'm guessing a string issue. We can test this. At around line 1077 in tpw_skirmish.sqf you should see [_unitstring] call tpw_skirmish_fnc_types; _enemyunitlist = tpw_skirmish_unitlist; [_carstring] call tpw_skirmish_fnc_cartypes; _enemycarlist = tpw_skirmish_carlist; Add a line thusly [_unitstring] call tpw_skirmish_fnc_types; _enemyunitlist = tpw_skirmish_unitlist; [_carstring] call tpw_skirmish_fnc_cartypes; _enemycarlist = tpw_skirmish_carlist; [b]copytoclipboard (str (_enemyunitlist + _enemycarlist));[/b] Run the script and then paste the clipboard to a text editor or into your reply and let's see what units it grabbed. Edited June 16, 2014 by tpw Share this post Link to post Share on other sites
pathaber 10 Posted June 16, 2014 (edited) HI TPW! As usual, I've download the last version, install ,update my settings (same as before), launch A3, startup hint with: (civ,cars,cars park,boats,fog,rain,hud,street lamp,house lights,and of course skirmish),and except only one or two cars park, nothing spawn. Do I miss something? I try to enable/disable scripts in many way, re dowload tpw, cba, etc and nothing change! I don't understand why it doesn't work. Please...I need help!!!Can't play without this awsome mod!!!:icon_wink: .....of course I can....but it's really frustrating. Edited June 16, 2014 by pathaber Share this post Link to post Share on other sites
tpw 2315 Posted June 16, 2014 HI TPW!As usual, I've download the last version, install ,update my settings (same as before), launch A3, startup hint with: (civ,cars,cars park,boats,fog,rain,hud,street lamp,house lights,and of course skirmish),and except only one or two cars park, nothing spawn. Do I miss something? I try to enable/disable scripts in many way, re dowload tpw, cba, etc and nothing change! I don't understand why it doesn't work. Please...I need help!!!Can't play without this awsome mod!!!:icon_wink: .....of course I can....but it's really frustrating. Hmm, mysterious. I've released with bugs before (ie every release) but never complete non functionality. It certainly works for me. You can check whether various scripts are really working by entering any of the following into the console: hint str count tpw_animal_array; // animals hint str count tpw_boat_boatarray; // boats hint str count tpw_car_cararray; //cars hint str count tpw_civ_civarray; //civs hint str count tpw_skirmish_enemysquads; // enemies hint str count tpw_skirmish_friendlysquads; // friendlies Share this post Link to post Share on other sites
pathaber 10 Posted June 17, 2014 Thanks for your answer TPW!:ok: Got no time for now.I will try that asap. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 17, 2014 Anyone seen this particular error? Error in expression <AUTOTARGET';removeUniform _civ; _civ forceAddUniform (_clothes select (floor> Error position: <forceAddUniform (_clothes select (floor> Error Missing ; File TPW_MODS\tpw_civs.sqf, line 136 Share this post Link to post Share on other sites
tpw 2315 Posted June 17, 2014 Anyone seen this particular error? Can't say I have, but I'm working on civ clothing bugs as we speak so will look into it. Thanks CMcD Share this post Link to post Share on other sites