dawg711 10 Posted February 20, 2015 Ok so I have this AI in my Wasteland server and they are so much fun. What I would like to do is set them up so they can control the territories they are in. Right now in Dawg's AI War you find that the AI are mostly at territory control points. Areas you can capture for profit. The thing is right now you dont have to do anything but be in the town to capture it. Plus live long enough. That is not that hard if you dont have to kill to get what you want. What I want is have it where you have to kill off the AI like they were players to capture the point. Answer this guys (assuming its not been done) Would this idea not add something greater to those of us with a low population server?? How do we get this done? Cliff Share this post Link to post Share on other sites
st!gar 3 Posted February 23, 2015 Thank you for this great script pack. I love that it even exists. I have a question, though - is there any way to choose what exact types of troops appear? Say I want an all-ground skirmish, with no helicopters. Or say I want the fight to bee NATO/CSAT-only, with no FIA. Is that possible? Share this post Link to post Share on other sites
jandrews 116 Posted February 24, 2015 Hey spunFIN ive been using your awesome script pack for a good while now and its been great, but it seems since the last BIS update my Ambient spawned units are not patrolling or receiving waypoints they just stand in formation until they are engaged or spot an enemy. I was wondering if you have encountered this problem recently? I have tried adjusting things on my end but with no luck which led me to assume maybe the last BIS update broke something. Also im not really getting any script errors on my debug console that would give me any clues as to what is happening. Me too! Share this post Link to post Share on other sites
dawg711 10 Posted February 24, 2015 You can use this link to set up your call lines. http://lostvar.com/AISSP/AISSP.html If you want to specify exactly the troops and vehicles for each side look in the LV Function that covers the Ambient. The Fillhouse, Paratroops, Militarize, and Renforcement chopper all have there own lines that can be edited. That tool on that link is great takes all the guess work out of it. I have several scenarios set up ready to go. I used the Markers for the Territories. May not have as much action as a server full of players....but these AI are so real.....with the right settings it beats a PVP server. You can set there skills so you can carry out real firefights where the AI actually will miss you. Check out Dawg's AI Warzone to see what I have done with it. Share this post Link to post Share on other sites
brunohxcx 21 Posted February 25, 2015 (edited) hi, im spawning a group of ais by a trigger, that loads a .sqf inside the mission with this inside unitinit.sqf _myGroup = createGroup east; _tempSoldier = _myGroup createUnit ["O_officer_F",getmarkerpos "m1",[],0.8,"Sergeant"]; _tempSoldier setVehicleVarName "Soldier1" ; _tempSoldier2 = _myGroup createUnit ["O_officer_F",getmarkerpos "m1",[],0.6,"Private"]; _tempSoldier2 setVehicleVarName "Soldier2" ; _tempSoldier3 = _myGroup createUnit ["O_officer_F",getmarkerpos "m1",[],0.6,"Private"]; _tempSoldier3 setVehicleVarName "Soldier3" ; _tempSoldier4 = _myGroup createUnit ["O_officer_F",getmarkerpos "m1",[],0.6,"Private"]; _tempSoldier4 setVehicleVarName "Soldier4" ; _nul = [leader _myGroup] execVM "LV\patrol-vD.sqf"; the ai is spawning, the group leader start patrol but the others take about 2 mins to start, they stay 100 meters away from the leader. can anyone help? thanks Edited February 26, 2015 by brunohxcx Share this post Link to post Share on other sites
ElricMelnibone 10 Posted March 3, 2015 Added this to the mission.sqm class Item101 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={23429,0,17806}; azimut=225; id=101; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="fil1"; init="nul = [this,3,true,2,100,300,[0.25,0.4,0.5,0.5,0.4,1,0.1,0.35,1,1],nil,nil,101] execVM ""LV\fillHouse.sqf"";"; }; }; }; Have the LV directory in the mission pbo. I have no errors but the AI never show up. This is a MP Epoch server. Share this post Link to post Share on other sites
supergruntsb78 67 Posted March 5, 2015 (edited) Got a small problem..... i use nulEhelo = [player,false,3,2,false,true,(group PLAYER),"random",1000,true,false,8,0.11,[true,true,false,false],nil,nil,33,false] execVM "LV\reinforcementChopper.sqf"; to call a AAF chopper to my position ( i know the type is 2 i included the hellcat in the script... but the problem is the same in original script ) , the chopper spawns and flys to the location but instead of landing the chopper gains altitude and remains there high up in the sky (i noticed the possible fix at the first page so i applied it and nothing changed the chopper still wont land :( ) Edited March 5, 2015 by supergruntsb78 Share this post Link to post Share on other sites
xoo 10 Posted March 5, 2015 First, thx for this very nice script... well documented. Is it possible to dynamicly generate some fillHouse calls without any game logic placed with the editor ? I can't find any solution to generate game logics by script in order to call fillHouse... it would be really a nice improvement if the fillhouse can have a marker as target. Share this post Link to post Share on other sites
legolasindar 3 Posted March 31, 2015 I cant find where is for config the size of the patrols for ambientcombat. For example set the patrol size of 4-8 soldiers. Help me please. Share this post Link to post Share on other sites
redarmy 422 Posted April 1, 2015 I cant find where is for config the size of the patrols for ambientcombat. For example set the patrol size of 4-8 soldiers. Help me please. You cannot change size of patrol i think,only alter the ratio of groups.Patrol sizes are fairly distributed i think anyway and its usually an 11man squad,its better for performance to say take two 8man groups and make them one 16 man group. Share this post Link to post Share on other sites
valtas 11 Posted May 7, 2015 Is this still working with the last version of Arma 3? Because its driving me crazy, sometimes works sometimes no. Thanks Share this post Link to post Share on other sites
kdk11 1 Posted August 8, 2015 Hello I recently made this post - https://forums.bistudio.com/topic/183668-making-ai-opfor-all-spawn-with-certain-gear/I realised I should have just asked in here for help. If anyone knows how to get a custom init working with these scripts I would really appreciate the help. Share this post Link to post Share on other sites
magicpanda 19 Posted August 8, 2015 Really nice pack :) Is there anything similar to cursorTarget I can use for a drop spot for Paras or the Reinforce chopper? cursorTarget works great but only allows for targeting objects like buildings. If I point my cursor at a nice open field cursorTarget doesn't kick in Share this post Link to post Share on other sites
MoaB 14 Posted August 19, 2015 First up: I really like your script, it is so usefull when creating missions. Do you still maintain and support that script? If so, would it be possible to have one file "unitconfig.sqf" which contains all the unit arrays? At the moment there are about five location I've found so far that define units for the varuÃous functions and it is very time consuming to change them if I want to use units from the RHS Escalation mod. This way users of your script pack could even share their custom unitconfig.sqf easily... Share this post Link to post Share on other sites
celludriel 79 Posted August 22, 2015 I've noticed militarize sometimes spawns vehicles without crew, usually artillery kind of vehicles, have others seen this to or is it just how I implemented it ? I'm calling it with: nul = [[2970.15,6059.29,0],2,150,[true,false],[true,true,true],false,[10,0],[2,0],0.1,nil,"this addEventHandler ['killed',{_this execVM 'scripts\tug\tug_threat_dies.sqf'}];",1] execVM 'scripts\threatmanager\LV\militarize.sqf'" Share this post Link to post Share on other sites
mobilemick 13 Posted September 4, 2015 Why does it work fine in editor (preview) but nothing spawns in multiplayer, same with custom loadout, want him to spawn with just pistol, in multiplayer he has all weapons :) Share this post Link to post Share on other sites
supergruntsb78 67 Posted September 21, 2015 it looks likes some stuff is broken with the newer versions of A3 ?? untill spunFIN updates the script it probably wont work without trouble Share this post Link to post Share on other sites
aliascartoons 182 Posted October 8, 2015 Amazing tools. Makes mission editing so much fun and easy. Thank you Spun! Share this post Link to post Share on other sites
Jerix 0 Posted October 11, 2015 a great script, but there is a very nasty bug: can you correct the error in the ambientCombat script , due to which the all spawned technics is not removed? After the player leaves the zone, only removed infantry and crews in technics, but technics remains. Share this post Link to post Share on other sites
sariel 11 Posted November 3, 2015 nice! works very smooth... is it possible to militarize an area with soldiers who are always on "safe" behaviour (until they notice an enemy)? it looks a bit stupid when they start aiming or crouching randomly... thanks for your help :) Share this post Link to post Share on other sites
supergruntsb78 67 Posted November 4, 2015 nice! works very smooth... is it possible to militarize an area with soldiers who are always on "safe" behaviour (until they notice an enemy)? it looks a bit stupid when they start aiming or crouching randomly... thanks for your help :) Could be a mod conflict in behaviour .. i noticed the same thing before, but of late when i returned to A3 with a clean install i see them mostly patrol in "SAFE" mode (sometimes a little bit to safe as they dont even see enemy forces :P ) Share this post Link to post Share on other sites
sariel 11 Posted November 4, 2015 Could be a mod conflict in behaviour .. i noticed the same thing before, but of late when i returned to A3 with a clean install i see them mostly patrol in "SAFE" mode (sometimes a little bit to safe as they dont even see enemy forces :P ) sounds like a nice idea... buuuut there are no mods running and they change their behaviour... Share this post Link to post Share on other sites
jandrews 116 Posted January 23, 2016 Hey anyone verified if this awesome script is still working? From the above it sounds like some updates are needed. Share this post Link to post Share on other sites
avibird 1 155 Posted January 23, 2016 Yes overall it does. There are a few updated files you need to add into the main folders and you can find all them here on this post. . The caching system even with the updates does not work in SP but does for MP. If I remember this like 8 files that need to be updated Share this post Link to post Share on other sites
jandrews 116 Posted January 24, 2016 Yes overall it does. There are a few updated files you need to add into the main folders and you can find all them here on this post. . The caching system even with the updates does not work in SP but does for MP. If I remember this like 8 files that need to be updated Could anyone just post an updated link to the files in place of having to comb through 23 pgs of replies. Greatly appreciated!. Share this post Link to post Share on other sites