jandrews 116 Posted April 29, 2017 hey firstly, thanks for updating this GREAT package. ITS GREAT STUFF for any mission maker. Is there a chance you have a copy of the folder that doe not require using mods? Thought Id ask. Thanks again! Share this post Link to post Share on other sites
sabot10.5mm 47 Posted April 29, 2017 found a slight bug, where if you call heliparadrop sometimes it uses the heli drone which just crashes or the blackfoot which looks odd. on a second note - armed choppers of that same script shoot at enemy, which may be unwanted for some. quick fix was to just delete the unwanted choppers in the config_assip.hpp file Share this post Link to post Share on other sites
Fritz Le 1 Posted May 14, 2017 Hi, I put this in my config_aissp.hpp: class ISC_SAA_0 { side = 2; //0 = CIV, 1 = BLU, 2 = OPF, 3 = IND men[] = {"isc_saa_officer_o","isc_saa_grenadier_o","isc_saa_rifleman_o","isc_saa_machinegunner_o","isc_saa_sniper_o","isc_saa_at_o","isc_saa_at_o","isc_saa_sapper_o","isc_saa_medic_o"}; cars[] = {"isc_saa_brdm2_o","isc_saa_gaz66_o","isc_saa_ural_o"}; tanks[] = {"isc_saa_T72ba_o","isc_saa_zsu23_o","isc_saa_BMP1_o","isc_saa_BMP2_o","isc_saa_BTR60PB_o","isc_saa_BTR80_o","isc_saa_BTR80a_o"}; }; And this in the on activation of my trigger: nul = [Dehiba_Spawn,2,true,2,[40,50],500,[0.3,0.5,0.5,0.5,0.5,0.5,1,1,0.8,0.5],nil,nil,1,ISC_SAA_0] execVM "LV\fillHouse.sqf"; Now when I use ["All"] it works perfectly, if I use my added class in various formats, ISC_SAA_0, "ISC_SAA_0", ["ISC_SAA_0"], but I always get error messages and nothing spawns. Any Idea why? 1 Share this post Link to post Share on other sites
Lloyd Dawkins 0 Posted July 24, 2017 @spunfin I have been using this pack religiously to make dynamic ai in missions and its great. I have made an Admin GUI which on a button click executes a spawn Ai function, unfortunately The ai won't spawn on a dedicated server, would I need to change the ExecVM to remote Exec and create a function? Share this post Link to post Share on other sites
Risenfall 0 Posted August 2, 2017 On 24/07/2017 at 2:34 PM, Lloyd Dawkins said: @spunfin I have been using this pack religiously to make dynamic ai in missions and its great. I have made an Admin GUI which on a button click executes a spawn Ai function, unfortunately The ai won't spawn on a dedicated server, would I need to change the ExecVM to remote Exec and create a function? Same problem here. Work perfectly on local but on dedicated Ai spawn and drop on the left bottom of the map (heliparaDrop) in sea instead of player position. I don't understand why. You can check with admin spectator mode once the script is activated. Share this post Link to post Share on other sites
Lloyd Dawkins 0 Posted September 19, 2017 @spunfin Could you give some further guidance to adding custom(modded) classes, I have used your customeclass 1 and the functions weren't able to work. It would be really appreciated, looking to add RHS russia to this pack of scripts :)@Fritz Le Any joy on amending this? On 14/05/2017 at 7:02 PM, Fritz Le said: Hi, I put this in my config_aissp.hpp: class ISC_SAA_0 { side = 2; //0 = CIV, 1 = BLU, 2 = OPF, 3 = IND men[] = {"isc_saa_officer_o","isc_saa_grenadier_o","isc_saa_rifleman_o","isc_saa_machinegunner_o","isc_saa_sniper_o","isc_saa_at_o","isc_saa_at_o","isc_saa_sapper_o","isc_saa_medic_o"}; cars[] = {"isc_saa_brdm2_o","isc_saa_gaz66_o","isc_saa_ural_o"}; tanks[] = {"isc_saa_T72ba_o","isc_saa_zsu23_o","isc_saa_BMP1_o","isc_saa_BMP2_o","isc_saa_BTR60PB_o","isc_saa_BTR80_o","isc_saa_BTR80a_o"}; }; And this in the on activation of my trigger: nul = [Dehiba_Spawn,2,true,2,[40,50],500,[0.3,0.5,0.5,0.5,0.5,0.5,1,1,0.8,0.5],nil,nil,1,ISC_SAA_0] execVM "LV\fillHouse.sqf"; Now when I use ["All"] it works perfectly, if I use my added class in various formats, ISC_SAA_0, "ISC_SAA_0", ["ISC_SAA_0"], but I always get error messages and nothing spawns. Any Idea why? Share this post Link to post Share on other sites
Alpine_gremlin 13 Posted September 20, 2017 Awesome script! Share this post Link to post Share on other sites
spunfin 34 Posted September 29, 2017 @Fritz Le @Lloyd Dawkins I'm actually just playing around with RHS units, so here's a minimized example: class customClass2 { side = 3; //0 = CIV, 1 = BLU, 2 = OPF, 3 = IND men[] = {"rhsgref_ins_base","rhsgref_cdf_ngd_rifleman","rhsgref_cdf_ngd_rifleman_m92","rhsgref_cdf_ngd_rifleman_lite","rhsgref_cdf_ngd_grenadier"}; men2[] = {""}; men3[] = {""}; menSF[] = {""}; divers[] = {""}; cars[] = {""}; tanks[] = {""}; helicopters[] = {""}; planes[] = {""}; ships[] = {""}; }; And you would use ["customClass2"] as a parameter. And simple playaround to dig up some classnames (not the best possible one I'm sure): _all = "getText (_x >> 'author') == 'Red Hammer Studios'" configClasses (configFile >> "CfgVehicles"); _count = (count _all) - 1; _array = []; for "_i" from 0 to _count do{ if(getText((_all select _i) >> 'textPlural') == 'infantry' && getNumber((_all select _i) >> 'side') == 2)then{ _array = _array + [configName (_all select _i)]; }; }; copyToClipboard (str _array); Dig into config viewer and find values you can identify the modded units from, like here with Zombies and Demons: Spoiler _all = "getText (_x >> 'author') == 'Ryan'" configClasses (configFile >> "CfgVehicles"); _count = (count _all) - 1; _array = []; for "_i" from 0 to _count do{ if(getText((_all select _i) >> '_generalMacro') == 'CAManBase' && getNumber((_all select _i) >> 'side') == 2)then{ _array = _array + [configName (_all select _i)]; }; }; copyToClipboard (str _array); Experience is pretty fun once you have one enemy side filled with RHS units, one with Zombies, and random loot everywhere. :) Share this post Link to post Share on other sites
nelo_riot 8 Posted October 11, 2017 @spunfin Thanks for the advice now working with other classes. I am having this intermittent problem where I place 5/6 Spawnpoints down and place the spawn code in my init and each time they spawn in some locations and not in others, the locations are different everytime. Share this post Link to post Share on other sites
Vandeanson 1677 Posted October 21, 2017 hi all, i love this schript;) can anyone advise what i have to enter into the init so that each unit spawns with an additional item int the Investory? i would like to add either a fix amount or a random amount between 10 and 50 of "rvg_money" to each unit. i know how to spawn it directly into a placed units init, but thos does not work here. appreciate any advice;) Share this post Link to post Share on other sites
MoaB 14 Posted October 22, 2017 hi all, i love this schript;) can anyone advise what i have to enter into the init so that each unit spawns with an additional item int the Investory? i would like to add either a fix amount or a random amount between 10 and 50 of "rvg_money" to each unit. i know how to spawn it directly into a placed units init, but thos does not work here. appreciate any advice;) There is a parameter for a custom init that gets executed for each spawned unit. I modified the scripts so that they get executed on a headless client if a headless client is present. If not the scripts get executed on the server. What I did was to replace if !(isServer) exitWith {}; with those lines: private _hc = (count entities "HeadlessClient_F" > 0); private _exit = true; if ( (_hc && !(hasInterface || isServer)) || (!_hc && isServer) ) then { _exit = false; }; if (_exit) exitWith {}; 2 Share this post Link to post Share on other sites
orcinus 121 Posted November 2, 2017 @spunfin Great stuff! Until the STEAMing pile of **** broke my game I was having fun designing an SP 'military career' mission for UNSUNG, slowly due to RL issues. If I ever get the fkup sorted out I'll get back to it with the updated pack. Many thanks for your fine work Share this post Link to post Share on other sites
HazJ 1289 Posted November 2, 2017 @orcinus What is broken exactly? Share this post Link to post Share on other sites
orcinus 121 Posted November 3, 2017 On 11/2/2017 at 10:06 PM, HazJ said: @orcinus What is broken exactly? The Steam client. Completes an update of workshop items then re-downloads all suscribed items again as duplicate files. And again... 86GB each time. Makes a mess of the file structure as well. According to a BI dev it's been bugged for a long time. Steam's response was to blame modmakers. Bah! Humbug! Share this post Link to post Share on other sites
commanderx 17 Posted November 27, 2017 Hi, I tried to use the Dynamic Simulation from BI but it didnt work. I put "this enableDynamicSimulation true;" in the init field but that doesnt do anything. Any hints on that matter? I tried with and without quotation marks. Share this post Link to post Share on other sites
damsous 329 Posted January 24, 2018 Hello i try to use your script for playing on modded map + custom faction, but i don't know how spawn modded unit with the randomSector.sqf The class customClass1 working, i can call the ambientCombat.sqf without trouble i think i missed something in the randomSector.sqf i think i must modifie this line _classModuleFilters = "nil"; i try this without success _classModuleFilters = "customClass1"; i also try with Faction class name thats not work. I try to modifie this line with a CfgGroups config file entry but without succes _milGroup = "nil"; i try this _milGroup = configFile >> "cfgGroups" >> "East" >> "LOP_ISTS_OPF" >> "Infantry" >> "LOP_ISTS_OPF_Patrol_section"; Any help would be great Share this post Link to post Share on other sites
HazJ 1289 Posted January 24, 2018 @damsous - Open and modify config_aissp.hpp file. Example should be in there. Also change the following to match whatever it is in the config. _classModuleFilters = "nil"; // _classModuleFilters = "customClass1"; @spunfin - Maybe update the random sectors so players can easily just pass it to the function like you have done for militarize, etc...? Share this post Link to post Share on other sites
damsous 329 Posted January 25, 2018 40 minutes ago, HazJ said: @damsous - Open and modify config_aissp.hpp file. Example should be in there. Also change the following to match whatever it is in the config. _classModuleFilters = "nil"; // _classModuleFilters = "customClass1"; @spunfin - Maybe update the random sectors so players can easily just pass it to the function like you have done for militarize, etc...? I have already done the custom class name in hpp (customClass1) but if i use this _classModuleFilters = "customClass1"; got a script error when mission start Share this post Link to post Share on other sites
damsous 329 Posted January 25, 2018 i also try to replace the class OPF with modde unit nothing happen Share this post Link to post Share on other sites
HazJ 1289 Posted January 25, 2018 Open and modify config_aissp.hpp file. Share this post Link to post Share on other sites
damsous 329 Posted January 25, 2018 Yeah its already done, the custom config work with all the script (ambientcombat, fillhouse, militarized) moded unit spawn all is fine i only got an issue with the randomsector.sqf class customClass1 { side = 2; //0 = CIV, 1 = BLU, 2 = OPF, 3 = IND men[] = {"LOP_ISTS_OPF_Infantry_SL","LOP_ISTS_OPF_Infantry_Rifleman","LOP_ISTS_OPF_Infantry_AR","LOP_ISTS_OPF_Infantry_Corpsman","LOP_ISTS_OPF_Infantry_AT","LOP_ISTS_OPF_Infantry_Engineer","LOP_ISTS_OPF_Infantry_GL","LOP_TKA_Infantry_AA","LOP_ISTS_OPF_Infantry_Marksman"}; men2[] = {"LOP_AM_OPF_Infantry_SL","LOP_AM_OPF_Infantry_AR","LOP_AM_OPF_Infantry_Marksman","LOP_AM_OPF_Infantry_AT","LOP_AM_OPF_Infantry_Rifleman","LOP_AM_OPF_Infantry_GL"}; men3[] = {"LOP_BH_Infantry_SL","LOP_BH_Infantry_AR","LOP_BH_Infantry_Rifleman","LOP_BH_Infantry_AT","LOP_BH_Infantry_GL","LOP_BH_Infantry_TL","LOP_BH_Infantry_Corpsman"}; menSF[] = {"O_recon_TL_F","O_recon_medic_F","O_recon_LAT_F","O_recon_JTAC_F","O_recon_M_F","O_recon_exp_F"}; divers[] = {""}; cars[] = {"LOP_ISTS_OPF_M1025_W_M2","LOP_ISTS_OPF_Landrover_M2","LOP_ISTS_OPF_M1025_W_Mk19","LOP_ISTS_OPF_Offroad_M2","LOP_TKA_Ural"}; tanks[] = {"LOP_ISTS_OPF_BMP1","LOP_ISTS_OPF_BMP2","LOP_ISTS_OPF_BTR60","LOP_ISTS_OPF_M113_W","LOP_ISTS_OPF_T34","LOP_ISTS_OPF_T55","LOP_ISTS_OPF_ZSU234"}; helicopters[] = {"LOP_TKA_Mi24V_AT","LOP_TKA_Mi24V_FAB","LOP_TKA_Mi24V_UPK23","LOP_TKA_Mi8MT_Cargo","LOP_TKA_Mi8MTV3_FAB","LOP_TKA_Mi8MTV3_UPK23"}; planes[] = {"RHS_Su25SM_CAS_vvsc"}; ships[] = {""}; }; If i change _classModuleFilters = "nil"; to _classModuleFilters = "customClass1"; i got a script error on the init line from the randomsector.sqf this line : _customInit = format["nul = [this, %1, %2, %3, %4, %5, %6, %7, %8, %9, %8, %11, %12, %13, %14] execVM 'LV\militarize.sqf';", maybe i could change this line like this : _customInit = format["nul = [this, %1, %2, %3, %4, %5, %6, %7, %8, %9, %8, %11, %12, %13, [%14]] execVM 'LV\militarize.sqf';", cause if i understand the script %14 is the _classModuleFilters Share this post Link to post Share on other sites
ppavia 10 Posted January 30, 2018 Same probleme here with FillHouse... still working on it _classModuleFilters = param [10,["customClass1"]]; Share this post Link to post Share on other sites
quickdagger 170 Posted April 17, 2018 Same problem here. I have used: class customClass2 { side = 3; //0 = CIV, 1 = BLU, 2 = OPF, 3 = IND men[] = {"I_dgrfaction19_Soldier1_01","I_dgrfaction19_Soldier1_01","I_dgrfaction19_Soldier1_01","I_dgrfaction19_Soldier1_01"}; men2[] = {"dgr_mortar_army19","dgr_mortar_army19"}; men3[] = {""}; menSF[] = {"I_Idgrfaction19_Soldier5_01","I_Idgrfaction19_Soldier5_01","I_Idgrfaction19_Soldier5_01","I_Idgrfaction19_Soldier5_01"}; divers[] = {""}; cars[] = {"dgr_offroad_army19","dgr_truck_army19","dgr_apc_army19"}; tanks[] = {"dgr_apc_army19"}; helicopters[] = {"dgr_heli_army19"}; planes[] = {"dgr_heli_army19"}; ships[] = {"dgr_boat_army19"}; }; And then I have used on the game logic: nul = [this,3,true,1,100,100,"default",nil,nil,nil,["customClass2"]] execVM "LV\fillHouse.sqf"; I have also tried other options but only ["ALL"] seems to work. Share this post Link to post Share on other sites
thirith 27 Posted April 19, 2018 Has anyone adapted the script to work with the CUP units? I think I'll find enough information in the thread to do so myself (when I get around to it), but if there's already a version of the script that would allow me to populate an area with Takistani insurgents at random, that'd be great. Another question I had is this: in practical terms, if I just want to do something along the lines of populating an area with units of one faction, would I use the militarize script or the ambient combat one? Share this post Link to post Share on other sites