Flens 10 Posted January 9, 2014 I'd like to know what the best ai spawner script is, and also which one adds the most ai functionality. Having a bunch of opfor spawn in towns dynamically is neat but what would be more neat is if one town sends reinforcements to the other if they recognise their friends are being sieged. Share this post Link to post Share on other sites
SavageCDN 231 Posted January 9, 2014 Dynamic AI Creator but unfortunately it's not (yet) available for Arma 3 :p EOS does a lot of what you want except I don't think calling in reinforcements is one of them. Have a look at UPSMON for A3 - groups communicate via radio and can send/receive reinforcements. http://forums.bistudio.com/showthread.php?170803-UPSMON-Updated-to-ArmaIII Share this post Link to post Share on other sites
oktyabr 12 Posted January 9, 2014 I would also recommend you keep an eye on the ALiVE thread. Think of it like MSO for A3. Maybe more than what you are looking for but even a simple setup can produce some amazing results. Share this post Link to post Share on other sites
meatball 25 Posted January 9, 2014 And it depends on your AI spawning methods. The AI Spawn Script Pack has a good 'simpleCache.sqf' built in for units that are spawned with other scripts. Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted January 9, 2014 DAC for arma2 did a really great job at this, for arma3 there's upsmon which can do similar stuff if you can wrap your head around saving template groups to spawn them with triggers or the likes. Share this post Link to post Share on other sites
Flens 10 Posted January 10, 2014 And it depends on your AI spawning methods. The AI Spawn Script Pack has a good 'simpleCache.sqf' built in for units that are spawned with other scripts. Sure but how do I use that? Do I still have to use specific triggers for every spawn if I use simplecache? Ideally what I'm looking for is something that spawns and despawns stuff independent of triggers and only takes into account markers. Share this post Link to post Share on other sites
fight9 14 Posted January 10, 2014 Ideally what I'm looking for is something that spawns and despawns stuff independent of triggers and only takes into account markers. The EOS script is all based around markers. You make a marker, name it, and then define the type and amount of units in one of the script files. http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-%28eos%29 Watch the video if you want to know how to use it. Share this post Link to post Share on other sites
katipo66 94 Posted January 10, 2014 Theres lots out there including all mentioned above, for simple mission setups usually i like to use this http://www.armaholic.com/page.php?id=19832 because its to easy! But while your there browse the whole section, try things out.. 9 out of 10 you'll see something else and go off on another tangent. Share this post Link to post Share on other sites
meatball 25 Posted January 10, 2014 Sure but how do I use that? Do I still have to use specific triggers for every spawn if I use simplecache?Ideally what I'm looking for is something that spawns and despawns stuff independent of triggers and only takes into account markers. AI Spawn Script pack is based on markers or whaterver you set as your center point for the spawn. It then checks for players within the range you pick and spawns/despawns based on that, no triggers needed. Like Fight9 said, EOS does that as well. I think most spawn / cache scripts are built that way nowadays. The best thing to do is create an empty mission, create a spawn point and test out the various scripts and see which you like the best. They all are a bit different and excel in different areas, so it'll depend on your mission concept/setup which works best for you. Share this post Link to post Share on other sites
iceman77 19 Posted January 10, 2014 DAC (if the A3 version has been ironed out) Share this post Link to post Share on other sites
Flens 10 Posted January 10, 2014 AI Spawn Script pack is based on markers or whaterver you set as your center point for the spawn. It then checks for players within the range you pick and spawns/despawns based on that Where? I'm not seeing this range anywhere. Share this post Link to post Share on other sites
hansson0728 12 Posted January 10, 2014 you could try EOS and UPSMON, editing EOS to use UPSMON to spawn units. Share this post Link to post Share on other sites
Flens 10 Posted January 10, 2014 you could try EOS and UPSMON, editing EOS to use UPSMON to spawn units. Doesn't seem simple to use at all, and there's no definitive version of dac for arma 3 either. Share this post Link to post Share on other sites
hansson0728 12 Posted January 10, 2014 if you look in EOS Core you will find this part: // SPAWN HOUSE PATROLS _n=0; _aGrp=[]; while {_n < _aGrps} do { _n=_n+1; if (_cache) then { _cacheGrp=format ["HP%1",_n]; _units=_eosActivated getvariable _cacheGrp; _aSize=[_units,_units]; _aMin=_aSize select 0; if (_debug)then{player sidechat format ["ID:%1,restore - %2",_cacheGrp,_units];}; }; if (_aMin > 0) then { _aGroup=[_mPos,_aSize,_faction,_side] call EOS_spawnPatrol; 0=[_mPos,units _aGroup,_mkrX,0,[0,20],true] call callHouseScript; _aGrp=_aGrp+[_aGroup];sleep 0.1; if (_debug) then {hint "Spawning House patrol";0= [_mkr,_n,"House Patrol",getpos (leader _aGroup)] call EOS_debug}; }; }; and if you edit 0 = [_mPos,units _aGroup,_mkrX,0,[0,20],true] call callHouseScript; to something like: 0 = [leader _aGroup,_mkr,"FORTIFY","NOVEH2","spawned"] execVM "scripts\upsmon.sqf"; then you can ofcourse change the way you call UPSmon to get different behaivor of the spawned AI Share this post Link to post Share on other sites
Flens 10 Posted January 10, 2014 oh wow that sure explained a lot Share this post Link to post Share on other sites
katipo66 94 Posted January 10, 2014 Wrong attitude buddy! People trying to help and your not even willing to attempt to have a go!? Share this post Link to post Share on other sites
Flens 10 Posted January 10, 2014 Wrong attitude buddy! People trying to help and your not even willing to attempt to have a go!? What what you posted would only make sense to me if I had some understanding of how either eos or upsmon works. I don't. You didn't catch on to the bit where I asked for something user friendly? Share this post Link to post Share on other sites
katipo66 94 Posted January 10, 2014 (edited) And you were given links to something very "user friendly", also you need to at least attempt to get something to work, if you can't figure it out then go to those threads (eos/upsmon) and ask for help. At least download EOS and Upsmon have a look at what Hansson was showing you. Or simply use AI Spawn Script Pack by spunFIN, it doesn't get much simpler than that. Edited January 10, 2014 by Katipo66 Share this post Link to post Share on other sites
Flens 10 Posted January 10, 2014 EOS has no documentation for its reinforcement feature d r o p p e d Share this post Link to post Share on other sites
Flens 10 Posted January 11, 2014 Still haven't gotten any conclusive answer What is the best optimized dyanmic ai spawner/cacher that has full documentation, works independently of triggers and is capable of interplay between different spawn zones for calling reinforcements? Share this post Link to post Share on other sites
iceman77 19 Posted January 12, 2014 You didn't catch on to the bit where I asked for something user friendly? To be fair, there is no "super newby friendly" AI spawning / caching systems. They all require you to get familiar (learning curve of sorts) with how they work and usually provide usage examples and even entire example missions. I bet if you sat aside your current project and instead dedicate that time to learning how one works (UPSMON ... EOS etc etc) , you'll be money ahead in no time. Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted January 12, 2014 As I posted earlier in this thread UPSMON has full documentation of all features and is what you want. You need to make yourself familiar with its usage though, it's ArmA after all. UPSMON Wiki UPSMON Share this post Link to post Share on other sites
meatball 25 Posted January 12, 2014 (edited) Where? I'm not seeing this range anywhere. You need to use Militarize/Fillhouse scripts in conjunction with the simpleCache script. But if you're looking for something that calls reinforcements from other zones, you can probably drop AI Spawn Script Pack as it does not do that. And as Iceman said, there are no "Super newbie friendly" AI caching/spawning scripts because Arma scripting in general just isn't super newbie friendly. You'll likely not find any script for anything that you'll just use 'out of the box' and you're going to need to understand the basics of scripting to implement and likely modify most scripts to fit your specific mission needs. I use 7 or 8 scripts in my missions, almost every one of which I've had to mod or tweak myself. Edited January 12, 2014 by Meatball Share this post Link to post Share on other sites
Flens 10 Posted January 12, 2014 >You need to use Militarize/Fillhouse scripts in conjunction with the simpleCache script. Then why isn't this working? 2,50,[true,false],[false,false,false],false,[10,6],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_1,2,50,[true,false],[false,false,false],false,[20,6],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_2,2,50,[true,false],[false,false,false],false,[6,6],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_3,2,50,[true,false],[false,false,false],false,[6,4],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_4,2,50,[true,false],[false,false,false],false,[6,4],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_5,2,50,[true,false],[false,false,false],false,[10,6],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_6,2,50,[true,false],[false,false,false],false,[10,6],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_7,2,50,[true,false],[false,false,false],false,[10,6],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [zone_8,2,50,[true,false],[false,false,false],false,[6,2],[3,0],"default",nil,nil,1] execVM "LV\militarize.sqf"; nul = [[player1,player2,player3,player4,player5,player6,player7,player8,player9,player10,player11,player12,player13],[player1],1000,true,true] execVM "LV\LV_functions\LV_fnc_simpleCache.sqf"; >But if you're looking for something that calls reinforcements from other zones, you can probably drop AI Spawn Script Pack as it does not do that. Then what does and where exactly is the damn documentation? Share this post Link to post Share on other sites
meatball 25 Posted January 13, 2014 Just off the top of my head, it looks like you've got both the militarize and simplecache calls written wrong. Everything is pretty well spelled out and linked to on the Armaholic download page, including the documentation. And just a suggestion, people here are generally helpful and pretty friendly, but if you come across with an attitude, you'll pretty quickly find folks not responding. Share this post Link to post Share on other sites