hansson0728 12 Posted January 4, 2017 Hey, i stumbeled on this the other day, and i think i really like it, its a little bit hard to get into but i think iam getting there, before i used EOS, but i think i like this one more.. iam much for Big dynamic mission with siemissions, and i just wanted to share this. _towns = nearestLocations [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCity"], 200000]; CityLoc = []; { _pos = position _x; _nearHouse = nearestBuilding _pos; _pos = position _nearHouse; _m = createMarker [format ["%1", (text _x)],_pos]; CityLoc = CityLoc + [_m]; _m setMarkerShape "ELLIPSE"; _m setMarkerSize [300,300]; _m setMarkerBrush "Solid"; _m setMarkerAlpha 0.5; _m setMarkerColor "ColorRed"; } forEach _towns; { // The groups are not setup here... //_SmallGroup = [ "O_soldier_TL_F", "O_medic_F", "O_soldier_F" ]; _Xunit = _x; missionNamespace setVariable [_xUnit,[ [ [ _QuadBikes, _x ], [ "PATROL_URBAN" ] ], [ [ _GuardTeam, _x ], [ "PATROL_GARRISON" ] ], [ [ _Sentry, _x ], [ "PATROL_AROUND" ] ], [ [ _SniperTeam, _x ], [ "OVERWATCH" ] ] ]]; [ _xunit , _x, "EAST", "WEST", 400 ] spawn T8U_fnc_Zone; } forEach CityLoc; publicVariable "CityLoc"; i use this to spawn zones on all cities, and you can use the same approach to populate alot of different locations. just wanted to share it, i did have some troubles at first since i couldn't reuse the Container names... 2 Share this post Link to post Share on other sites
hansson0728 12 Posted January 4, 2017 and now i found SMe..... thats what ive been working on basically Share this post Link to post Share on other sites
DÄZ 56 Posted January 4, 2017 2 hours ago, hansson0728 said: and now i found SMe..... thats what ive been working on basically thx Share this post Link to post Share on other sites
Cossack monk 11 Posted January 14, 2017 (edited) На 04.01.2017 в 5:28 утра, hansson0728 сказал: Edited January 27, 2017 by Cossack monk Share this post Link to post Share on other sites
Cossack monk 11 Posted January 14, 2017 Поделитесь пожалуйста пример миссии. Share this post Link to post Share on other sites
Cossack monk 11 Posted January 14, 2017 (edited) На 04.01.2017 в 5:28 утра, hansson0728 сказал: Edited January 27, 2017 by Cossack monk Share this post Link to post Share on other sites
Cossack monk 11 Posted January 16, 2017 On 04.01.2017 at 5:28 AM, hansson0728 said: Hey, i stumbeled on this the other day, and i think i really like it, its a little bit hard to get into but i think iam getting there, before i used EOS, but i think i like this one more.. iam much for Big dynamic mission with siemissions, and i just wanted to share this. _towns = nearestLocations [getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCity"], 200000]; CityLoc = []; { _pos = position _x; _nearHouse = nearestBuilding _pos; _pos = position _nearHouse; _m = createMarker [format ["%1", (text _x)],_pos]; CityLoc = CityLoc + [_m]; _m setMarkerShape "ELLIPSE"; _m setMarkerSize [300,300]; _m setMarkerBrush "Solid"; _m setMarkerAlpha 0.5; _m setMarkerColor "ColorRed"; } forEach _towns; { // The groups are not setup here... //_SmallGroup = [ "O_soldier_TL_F", "O_medic_F", "O_soldier_F" ]; _Xunit = _x; missionNamespace setVariable [_xUnit,[ [ [ _QuadBikes, _x ], [ "PATROL_URBAN" ] ], [ [ _GuardTeam, _x ], [ "PATROL_GARRISON" ] ], [ [ _Sentry, _x ], [ "PATROL_AROUND" ] ], [ [ _SniperTeam, _x ], [ "OVERWATCH" ] ] ]]; [ _xunit , _x, "EAST", "WEST", 400 ] spawn T8U_fnc_Zone; } forEach CityLoc; publicVariable "CityLoc"; i use this to spawn zones on all cities, and you can use the same approach to populate alot of different locations. just wanted to share it, i did have some troubles at first since i couldn't reuse the Container names... Hello. Share please mission example Share this post Link to post Share on other sites
t-800a 151 Posted January 27, 2017 UPDATED FIRST POST - V.070 Released What changes / enhancements can the script user expect: S C R I P T I N I T C H A N G E S + no changes on how to spawn groups + in the description.ext: #include <T8\CONFIG.hpp> class cfgFunctions { #include <T8\FUNCTIONS.hpp> }; C O N F I G C H A N G E S + everything is now class based according to A3 configs main Config: cfgT8Units class debug: debug settings class main: main settings (time delays, zeus, etc.) class dac: D.A.C. settings class behaviorAndSkills: base AI skill settings class groupSettings: predefined AI skill settings, can be applied to a single group individually (e.g. if a group should have different skill) class groupCompilations: predefined group compilations to use in definitions class groupRandomCompilations: predefined unit selections to use with T8U_fnc_createUnitContainer G R O U P C O N T A I N E R C H A N G E S MY_EXAMPE_CONTAINER = [ [[ BASIC SETTINGS ], [ TASK SETTINGS ], ( COMMUNICATION SETTINGS ), (GROUP SETTINGS), ( SPAWN POS )], [...] ]; BASIC SETTINGS [ UNITS, SPAWN MARKER, (SIDE), (VEHICLE GROUP), (FUNCTION) ] + SIDE, VEHICLE GROUP, FUNCTION are optinal an don't need to be in this order UNITS can be ARRAY, STRING, OR CONFIG: + [ "O_soldier_TL_F", "O_medic_F", "O_soldier_F", "O_soldier_AR_F" ] + ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ) + "fireteam" - this points to group compilations defined in "class groupCompilations" + ([ "infantry", 5, 3 ] call T8U_fnc_createUnitContainer ) - this function can be used to create a randomized unit selection based on "class groupRandomCompilations" Parameters: TYPE: optional, "infantry" - type of units, check "class groupRandomCompilations" MIN UNITS: optional, 4 - min. spawned units RANDOM UNITS: optional, 4, [123]], - additional random units FACTION: optional, T8U_var_EnemySide - spawn side, check "class groupRandomCompilations" MOD SET: optional, T8U_var_modSet - modset to select from, check "class groupRandomCompilations" SPAWN MARKER can be ARRAY or STRING + "my_marker" + [ "my_first_marker", "my_second_marker" ] - patrol tasks will work over various markers SIDE - unchanged - + optional, spawn side of units -> east, west, independent, civilian VEHICLE GROUP - unchanged - + optional, BOOL, true if vehicle group (e.g. units should not disembark on waypoints) FUNCTION - unchanged - + optional, STRING, function to call after units are spawned, called for each unit once TASK SETTINGS - unchanged - COMMUNICATION SETTINGS - unchanged - GROUP SETTINGS optional, can be ARRAY, STRING, BOOL + BOOL: - true, teleport unit to first waypoint + STRING - points to the config "class groupSettings" and a special AI skill setting + teleport setting (may be extended) + ARRAY - [ true ], teleport unit to first waypoint (maybe more options in the array later on) SPAWN POS optional, can be ARRAY or STRING, custom spawn position, if you don't want the units to spawn at the task marker + ARRAY: - regular position array > [0,0,0] + STRING: - a marker SOME EXAMPLES A_EXAMPE_CONTAINER = [ [[ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "marker" ], [ "PATROL" ]], [[ [ "O_soldier_TL_F", "O_medic_F", "O_soldier_F", "O_soldier_AR_F" ], "marker" ], [ "PATROL" ]], [[ ([ "infantry", 5, 3 ] call T8U_fnc_createUnitContainer ), "marker" ], [ "PATROL" ]], [[ "squad", "marker" ], [ "PATROL" ]], [[ "squad", [ "marker_01", "marker_02" ], true, "TMP_fnc_someFunction", WEST ], [ "PATROL" ]], [[ "squad", "marker" ], [ "PATROL" ], [], "base_militia", "spawn_marker" ], [[ "squad", "marker" ], [ "PATROL" ], [], true, ( getPos someObject )], [ "fireteam", [ "marker_01", "marker_02" ], "TMP_fnc_someFunction", RESISTANCE, false ], [ "PATROL_MARKER", [ "ip1", "ip2", "ip3" ]], , [ false, false, false ], "base_militia", "spawn_marker" ]] ]; 9 Share this post Link to post Share on other sites
Cossack monk 11 Posted January 27, 2017 30 minutes ago, t-800a said: ОБНОВЛЕНО ПЕРВЫЙ ПОСТ - V.070 выход а Thank you!Super! 1 Share this post Link to post Share on other sites
DÄZ 56 Posted January 27, 2017 Thx for the update !! 1 Share this post Link to post Share on other sites
Guest Posted January 27, 2017 The new version has been frontpaged on the Armaholic homepage. T8 Units - a less dynamic AI creator v070 Share this post Link to post Share on other sites
MANTIA 55 Posted January 28, 2017 Has anyone tested with a Headless Client yet? Share this post Link to post Share on other sites
DÄZ 56 Posted January 28, 2017 2 hours ago, MANTIA said: Has anyone tested with a Headless Client yet? Yes, works well with the module acex. Hi T800. We only use @mod T8_Server, will it be update in the future? It is very useful for us, I wrote a small script/Dialog to generate T8 in direct time, via onMapSingleClick for our training missions.Thx ... 2 Share this post Link to post Share on other sites
t-800a 151 Posted January 28, 2017 7 hours ago, DÄZ said: Hi T800. We only use @mod T8_Server, will it be update in the future? It is very useful for us, I wrote a small script/Dialog to generate T8 in direct time, via onMapSingleClick for our training missions. updated those files for you, tell me if it works, did only try local 1 Share this post Link to post Share on other sites
DÄZ 56 Posted January 29, 2017 18 hours ago, t-800a said: updated those files for you, tell me if it works, did only try local Yo, thank you very much, I spent 1 hours on our server with, works very well, I like a lot (GROUP SETTINGS), you did a great job .... Thanks Share this post Link to post Share on other sites
f3ckb9ll 10 Posted April 7, 2017 Hi :) and thanks again for that wonderfull script ;) My question is quite simple : when that script is called "fn_HALO.sqf" ; is there a way to the replace the "B_Plane_CAS_01_F" in the "class groupRandomCompilations" with anything like the C130J or a helicopter ? I tried different way but when i replace that value on that script and in the config.hpp, the script won't be called any longer :/ Share this post Link to post Share on other sites
CptDezusa 31 Posted April 11, 2017 Hi so i try to make the independent to trigger the marker but its not working, what am i doing wrong. unitsTherisa = [ [[_groupArrayFireTeam, "markerTherisa"], ["PATROL_URBAN"]], [[_groupArrayFullTeam, "markerTherisa"], ["PATROL_URBAN"]], [[_groupArrayFullPat, "markerTherisa"], ["GARRISON"]] ]; [ "unitsTherisa", "markerTherisa", "EAST", "WEST","RESISTANCE", 800 ] spawn T8U_fnc_Zone; Thanks. Share this post Link to post Share on other sites
CptDezusa 31 Posted April 11, 2017 5 hours ago, CptDezusa said: Hi so i try to make the independent to trigger the marker but its not working, what am i doing wrong. unitsTherisa = [ [[_groupArrayFireTeam, "markerTherisa"], ["PATROL_URBAN"]], [[_groupArrayFullTeam, "markerTherisa"], ["PATROL_URBAN"]], [[_groupArrayFullPat, "markerTherisa"], ["GARRISON"]] ]; [ "unitsTherisa", "markerTherisa", "EAST", "WEST","RESISTANCE", 800 ] spawn T8U_fnc_Zone; Thanks. I gat it-- [ "unitsTherisa", "markerTherisa", "EAST", "ANY", 800 ] spawn T8U_fnc_Zone; 1 Share this post Link to post Share on other sites
t-800a 151 Posted April 11, 2017 On 7.4.2017 at 11:37 AM, f3ckb9ll said: Hi :) and thanks again for that wonderfull script ;) My question is quite simple : when that script is called "fn_HALO.sqf" ; is there a way to the replace the "B_Plane_CAS_01_F" in the "class groupRandomCompilations" with anything like the C130J or a helicopter ? I tried different way but when i replace that value on that script and in the config.hpp, the script won't be called any longer :/ You should be able to use anything that works with BIS_fnc_ambientFlyby. But you would need to edit that directly in the fn_HALO.sqf. (around line 75-80) switch ( _side ) do { case WEST: { _jetType = "B_Plane_CAS_01_F"; }; case EAST: { _jetType = "O_Plane_CAS_02_F"; }; case RESISTANCE: { _jetType = "I_Plane_Fighter_03_AA_F"; }; }; Share this post Link to post Share on other sites
f3ckb9ll 10 Posted April 11, 2017 Ohh thanks i'll try that ^^ Edit: It's working great thanks ;) I used "B_T_VTOL_01_infantry_F" and i think its more accurate for the fn_HALO.sqf :p Share this post Link to post Share on other sites
CptDezusa 31 Posted April 12, 2017 Hi, so i'm having some problem wit the mission i em making, i have to team. West and Independent. but i also have random object spawning data terminal. The thing is that if the data terminal randomly spawn in on of the markers the trigger for the T8 kicks in. I was trying to figure out how the independent can trigger , and i think i got that if i add ANY to the pawn T8U_fnc_Zone; si i try this but its not working [ "unitsTherisa", "markerTherisa", "EAST", "WEST","RESISTANCE", 800 ] spawn T8U_fnc_Zone; but this work, but than it triger wan my data terminal enter the zone [ "SpawnMuaceba", "markerMuaceba", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; its loks like this now. SpawnZonePU = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerTherisa", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_GARRISON" ]] ]; SpawnFerry = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerFerry", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_GARRISON" ]] ]; SpawnRautake = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerRautake", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_GARRISON" ]], [ [ _groupArrayT_APC, "markerRautake", false ], [ "PATROL_URBAN" ]] ]; SpawnRoad = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerRoad", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_URBAN" ]], [ [ _groupArrayIfritPat, "markerRoad", false ], [ "PATROL_URBAN" ]] ]; SpawnLaikoro = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerLaikoro", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_GARRISON" ]], [ [ _groupArrayW_APC, "markerLaikoro", false ], [ "PATROL_URBAN" ]] ]; SpawnTavu = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerTavu", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_URBAN" ]], [ [ _groupArrayW_APC, "markerTavu", false ], [ "PATROL_URBAN" ]], [ [ _groupArraySniperTeam, "markerTavu", true ], [ "OVERWATCH" ]] ]; SpawnFarm = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerFarm", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_AROUND" ]] ]; SpawnMuaceba = [ [ [ ( configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam" ), "markerMuaceba", "T8u_fnc_rmNVG_TEST" ], [ "PATROL_AROUND" ]] ]; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnZonePU", "markerTherisa", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnRautake", "markerRautake", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnFerry", "markerFerry", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnRoad", "markerRoad", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnLaikoro", "markerLaikoro", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnTavu", "markerTavu", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnFarm", "markerFarm", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; // [ _unitsArray, _marker, _owner, _actSide, _distance, _condition, _onAct, _onDeAct ] call T8U_fnc_Zone [ "SpawnMuaceba", "markerMuaceba", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; Share this post Link to post Share on other sites
t-800a 151 Posted April 12, 2017 11 hours ago, CptDezusa said: Hi, so i'm having some problem wit the mission i em making, i have to team. West and Independent. but i also have random object spawning data terminal. The thing is that if the data terminal randomly spawn in on of the markers the trigger for the T8 kicks in. I was trying to figure out how the independent can trigger , and i think i got that if i add ANY to the pawn T8U_fnc_Zone; si i try this but its not working [ "unitsTherisa", "markerTherisa", "EAST", "WEST","RESISTANCE", 800 ] spawn T8U_fnc_Zone; but this work, but than it triger wan my data terminal enter the zone [ "SpawnMuaceba", "markerMuaceba", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; [...] // correct [ "SpawnMuaceba", "markerMuaceba", "EAST", "ANY", 300 ] spawn T8U_fnc_Zone; [ "SpawnMuaceba", "markerMuaceba", "EAST", "WEST", 300 ] spawn T8U_fnc_Zone; // wrong: doesn't work because its a additional argument ("GUER") passed to the function [ "SpawnMuaceba", "markerMuaceba", "EAST", "WEST", "GUER", 300 ] spawn T8U_fnc_Zone; You could try "ANYPLAYER" instead of "ANY" !? Also check https://community.bistudio.com/wiki/setTriggerActivation Because the arguments passed are those required by triggers. Share this post Link to post Share on other sites
CptDezusa 31 Posted April 12, 2017 Thanks that works..! :) 1 Share this post Link to post Share on other sites
CptDezusa 31 Posted April 14, 2017 Hi i wont to add this wan i kill a AI.. [ "Killed", { params["_unit","_killer"]; if(isPlayer _killer) then { [350,0] remoteExecCall ["HG_fnc_addOrSubCash",(owner _killer),false]; }; [_unit] spawn remove_carcass_fnc; } ]; if (Fatigue_ability isEqualTo 0) then {_unit enableStamina false;}; } forEach (units _grp); This wil give me money wan i kill AI, but i dont know whaer in T8, the ai spawn system is. Share this post Link to post Share on other sites
CptDezusa 31 Posted April 15, 2017 Hi sorry let me try this, im traing to find the AIs are spawned file ? in the fn folder Share this post Link to post Share on other sites