avibird 1 155 Posted September 27, 2014 (edited) I used this script a lot in ARMA2 Editor based AI script by trigger Author: Murklor & ArmAIIholic Short description: This script caches the units placed on the map and spawns them when needed HERE is the link www.armaholic.com/page.php?id=7074 if anyone knows of a script like this for ARMA3 I would greatly appreciate it Avibird. ---------- Post added at 01:49 ---------- Previous post was at 23:49 ---------- I found an ARMA3 port of Murklor & ArmAIIholic script but for some reason can't find a demo mission or get this to work. Any help would be great. Avibird. // File: murk_spawn.sqf // Function: To allow for simple trigger based spawning using editor placed units and waypoints. The script deletes all units when the mission start and the recreate them on command. // Parameters: // _this select 0: OBJECT - unit name (this) // _this select 1: STRING - spawn type ("once","repeated","wave" and "reset") // _this select 2 (optional): NUMBER - spawn lives (the amount of time the unit respawns, or wave number) // _this select 3 (optional): NUMBER - spawn delay // _this select 4 (optional): STRING - init string called for the leader of the group // _this select 5 (optional): NUMBER- will start removal sequence of all dead group members after X seconds (default 120) // Usage: // Example trigger: Anybody Once (or whatever you want), onActivation: triggername setVariable ["murk_spawn",true,true]; // Unit (leader of group): nul = [this,"SPAWNTYPE",LIVES,DELAY] execVM "murk_spawn.sqf"; // // Example: nul = [this,"once"] execVM "murk_spawn3.sqf"; ---- Will spawn the editor unit once based on the trigger // Example: nul = [this,"repeated",4,30] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit based on the trigger, then respawn it 4 times with a 30 second delay upon death // Example: nul = [this,"wave",5,60] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger, then respawn the entire group (regardless of deaths) 5 times with 60 seconds between // Example: nul = [this,"reset",5] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger, then reset the trigger after a preset time (15 seconds default). The unit will be created when trigger is true again, maximum number of lives. // ----------------------------------------------------------------------------------------------------- // V9 (Murklor again :p) // - Note: Initial Arma 3 test script. Note that some functionality from V8/V7 has been taken out because my brain is too foggy to understand everything, this is simplified. Sort of. // - Fix: setVehicleInit has been removed from A3, testing another way // - Add: New example mission on Stratis // - Change: The trigger variable is held in the object that is synchronized to the group for improved WYSIWYG. This means that the trigger argument is no longer needed. // - Change: Updated this readme to reflect the changes // V8 (ArmAIIholic) // - Waypoints are also remembered -- no dummy groups at all!!! // - You get the output on Clipboard you can paste and execute. Added loader for Clipboard missions. // V7 (ArmAIIholic) // - Added GameLogic center to reduce number of dummy groups at the beginning, and in modes repeated and reset // - Changed beginning scope to isServer, rather than using exitWith // - Shortened initializing trigger part in init.sqf // - Added original instructions and examples, adapted for v7 // - SQM is from v5 with some groups added // V6 // - See older versions // This script is serverside if(isServer) then { // ------------------- Init ----------------------- // _countThis = count _this; _waitingPeriod = 5; // Waiting period between script refresh // ---------------- Parameters -------------------- // _unit = _this select 0; _spawntype = _this select 1; _spawnlives = if (_countThis >= 3) then { _this select 2; } else { 1 }; // Optional _spawndelay = if (_countThis >= 4) then { _this select 3; } else { 1 }; // Optional _initString = if (_countThis >= 5) then { _this select 4; } else { "" }; // Optional _bodyRemove = if (_countThis >= 6) then { _this select 5; } else { 120 }; // Optional // The object (trigger, whatever) the unit is synchronized to hold the trigger variable _triggerObject = (synchronizedObjects _unit) select 0; _triggerObject setVariable ["murk_spawn",false,false]; // -- Delete the unit (this is always done ASAP) -- // _unitArray = []; _unitGroup = group _unit; _unitsInGroup = units _unitGroup; _unitCount = count _unitsInGroup; _unitsInGroupAdd = []; _side = side _unitGroup; while { _unitCount > 0 } do { // The currently worked on unit _unitsInGroup = units _unitGroup; _unit = _unitsInGroup select 0; _unitCount = count _unitsInGroup; //hint format ["Deleting: %1 - vehicleVarName: %2", _unit, vehicleVarName _unit]; sleep 1; // Check if its a vehicle if ( (vehicle _unit) isKindOf "LandVehicle" OR (vehicle _unit) isKindOf "Air") then { _vcl = vehicle _unit; if (!(_vcl in _unitsInGroupAdd) AND (typeOf _vcl != "")) then { _unitsIngroupAdd set [count _unitsInGroupAdd, _vcl]; _unitCrewArray = []; _crew = crew _vcl; { _unitCrewArray set [count _unitCrewArray, typeOf _x]; } forEach _crew; _unitInfoArray = [typeOf _vcl,getPos _vcl,getDir _vcl,vehicleVarName _vcl,skill _vcl,rank _vcl,weapons _vcl,magazines _vcl,_unitCrewArray]; _unitArray set [count _unitArray, _unitInfoArray]; deleteVehicle _vcl; { deleteVehicle _x; } forEach _crew; }; } // Otherwise its infantry else { _unitInfoArray = [typeOf _unit,getPos _unit,getDir _unit,vehicleVarName _unit,skill _unit,rank _unit,weapons _unit,magazines _unit,[]]; _unitArray set [count _unitArray, _unitInfoArray]; deleteVehicle _unit; }; sleep 0.01; }; // Gathering waypoints _countWaypoints = 0; _waypointsArray = []; _waypointsEntry = []; _countWaypoints = count(waypoints _unitGroup); for [{_i=0}, {_i < _countWaypoints}, {_i=_i+1}] do { _waypointsEntry = []; _wPos = waypointPosition [_unitGroup, _i]; _wHPos = waypointHousePosition [_unitGroup, _i]; _wBih = waypointBehaviour [_unitGroup, _i]; _wCM = waypointCombatMode [_unitGroup, _i]; _wCR = waypointCompletionRadius [_unitGroup, _i]; _wDes = waypointDescription [_unitGroup, _i]; _wForm = waypointFormation [_unitGroup, _i]; _wScr = waypointScript [_unitGroup, _i]; _wShw = waypointShow [_unitGroup, _i]; _wSp = waypointSpeed [_unitGroup, _i]; _wSt = waypointStatements [_unitGroup, _i]; //diag_log _wSt; _wTo = waypointTimeout [_unitGroup, _i]; _wTy = waypointType [_unitGroup, _i]; _waypointsEntry = _waypointsEntry + [_wPos] + [_wHPos] + [_wBih] + [_wCM] + [_wCR] + [_wDes] + [_wForm] + [_wScr] + [_wShw] + [_wSp] + [_wSt] + [_wTo] + [_wTy]; _waypointsArray = _waypointsArray + [_waypointsEntry]; }; //diag_log format ["Waypoints' array : %1",_waypointsArray]; deleteGroup _unitGroup; // ----------------- Functions -------------------- // // *WARNING* BIS FUNCTION RIPOFF - Taken from fn_returnConfigEntry as its needed for turrets and shortened a bit _fnc_returnConfigEntry = { private ["_config", "_entryName","_entry", "_value"]; _config = _this select 0; _entryName = _this select 1; _entry = _config >> _entryName; //If the entry is not found and we are not yet at the config root, explore the class' parent. if (((configName (_config >> _entryName)) == "") && (!((configName _config) in ["CfgVehicles", "CfgWeapons", ""]))) then { [inheritsFrom _config, _entryName] call _fnc_returnConfigEntry; } else { if (isNumber _entry) then { _value = getNumber _entry; } else { if (isText _entry) then { _value = getText _entry; }; }; }; //Make sure returning 'nil' works. if (isNil "_value") exitWith {nil}; _value; }; // *WARNING* BIS FUNCTION RIPOFF - Taken from fn_fnc_returnVehicleTurrets and shortened a bit _fnc_returnVehicleTurrets = { private ["_entry","_turrets", "_turretIndex"]; _entry = _this select 0; _turrets = []; _turretIndex = 0; //Explore all turrets and sub-turrets recursively. for "_i" from 0 to ((count _entry) - 1) do { private ["_subEntry"]; _subEntry = _entry select _i; if (isClass _subEntry) then { private ["_hasGunner"]; _hasGunner = [_subEntry, "hasGunner"] call _fnc_returnConfigEntry; //Make sure the entry was found. if (!(isNil "_hasGunner")) then { if (_hasGunner == 1) then { _turrets = _turrets + [_turretIndex]; //Include sub-turrets, if present. if (isClass (_subEntry >> "Turrets")) then { _turrets = _turrets + [[_subEntry >> "Turrets"] call _fnc_returnVehicleTurrets]; } else { _turrets = _turrets + [[]]; }; }; }; _turretIndex = _turretIndex + 1; }; }; _turrets; }; _fnc_moveInTurrets = { private ["_turrets","_path","_i"]; _turrets = _this select 0; _path = _this select 1; _currentCrewMember = _this select 2; _crew = _this select 3; _spawnUnit = _this select 4; _i = 0; while {_i < (count _turrets)} do { _turretIndex = _turrets select _i; _thisTurret = _path + [_turretIndex]; (_crew select _currentCrewMember) moveInTurret [_spawnUnit, _thisTurret]; _currentCrewMember = _currentCrewMember + 1; //Spawn units into subturrets. [_turrets select (_i + 1), _thisTurret, _currentCrewmember, _crew, _spawnUnit] call _fnc_moveInTurrets; _i = _i + 2; }; }; // This is the general cleanup function running in the background for the group, replaces the removebody eventhandler and delete group in V5 _fnc_cleanGroup = { _group = _this select 0; _unitsGroup = units _group; _sleep = _this select 1; // Hold until the entire group is dead while { ({alive _x} count _unitsGroup) > 0 } do { sleep 5; }; sleep _sleep; { _origPos = getPos _x; _z = _origPos select 2; _desiredPosZ = if ( (vehicle _x) iskindOf "Man") then { (_origPos select 2) - 0.5 } else { (_origPos select 2) - 3 }; if ( vehicle _x == _x ) then { _x enableSimulation false; while { _z > _desiredPosZ } do { _z = _z - 0.01; _x setPos [_origPos select 0, _origPos select 1, _z]; sleep 0.1; }; }; deleteVehicle _x; sleep 5; } forEach _unitsGroup; // Now we know that all units are deleted deleteGroup _group; }; _fnc_spawnUnit = { // We need to pass the old group so we can copy waypoints from it, the rest we already know _oldGroup = _this select 0; _newGroup = createGroup (_this select 1); _waypointsArray = _this select 2; // If the old group doesnt have any units in it its a spawned group rather than respawned if ( count (units _oldGroup) == 0) then { deleteGroup _oldGroup; }; { _spawnUnit = Object; _unitType = _x select 0; _unitPos = _x select 1; _unitDir = _x select 2; _unitName = _x select 3; _unitSkill = _x select 4; _unitRank = _x select 5; _unitWeapons = _x select 6; _unitMagazines = _x select 7; _unitCrew = _x select 8; // Check if the unit has a crew, if so we know its a vehicle if (count _unitCrew > 0) then { if (_unitPos select 2 >= 10) then { _spawnUnit = createVehicle [_unitType,_unitPos, [], 0, "FLY"]; _spawnUnit setVelocity [50 * (sin _unitDir), 50 * (cos _unitDir), 0]; } else { _spawnUnit = _unitType createVehicle _unitPos; }; // Create the entire crew _crew = []; { _unit = _newGroup createUnit [_x, getPos _spawnUnit, [], 0, "NONE"]; _crew set [count _crew, _unit]; } forEach _unitCrew; // We assume that all vehicles have a driver, the first one of the crew (_crew select 0) moveInDriver _spawnUnit; // Count the turrets and move the men inside _turrets = [configFile >> "CfgVehicles" >> _unitType >> "turrets"] call _fnc_returnVehicleTurrets; [_turrets, [], 1, _crew, _spawnUnit] call _fnc_moveInTurrets; } // Otherwise its infantry else { _spawnUnit = _newGroup createUnit [_unitType,_unitPos, [], 0, "NONE"]; removeAllWeapons _spawnUnit; {_spawnUnit removeMagazine _x} forEach magazines _spawnUnit; removeAllItems _spawnUnit; {_spawnUnit addMagazine _x} forEach _unitMagazines; {_spawnUnit addWeapon _x} forEach _unitWeapons; _spawnUnit selectWeapon (primaryWeapon _spawnUnit); }; // Set all the things common to the spawned unit _spawnUnit setDir _unitDir; _spawnUnit setSkill _unitSkill; _spawnUnit setUnitRank _unitRank; if (_spawntype == "once" OR _spawntype == "repeated") then { _spawnUnit call compile format ["%1= _this; _this setVehicleVarName '%1'; PublicVariable '%1';",_unitName]; }; } forEach _unitArray; private ["_i"]; _i = 0; //Let's return them their waypoints { //diag_log format ["All data : %1",_x]; _wp = _newGroup addWaypoint [(_x select 0),0,_i]; [_newGroup, _i] setWaypointHousePosition (_x select 1); [_newGroup, _i] setWaypointBehaviour (_x select 2); [_newGroup, _i] setWaypointCombatMode (_x select 3); [_newGroup, _i] setWaypointCompletionRadius (_x select 4); [_newGroup, _i] setWaypointDescription (_x select 5); [_newGroup, _i] setWaypointFormation (_x select 6); [_newGroup, _i] setWaypointScript (_x select 7); [_newGroup, _i] showWaypoint (_x select 8); [_newGroup, _i] setWaypointSpeed (_x select 9); [_newGroup, _i] setWaypointStatements (_x select 10); [_newGroup, _i] setWaypointTimeout (_x select 11); [_newGroup, _i] setWaypointType (_x select 12); _i = _i + 1; } forEach _waypointsArray; (vehicle (leader _newGroup)) call compile format ["%1",_initString]; // hint format ["Created object: %1 - vehicleVarName: %2", (vehicle (leader _newGroup)), vehicleVarName (vehicle (leader _newGroup))]; sleep 1; // Run the cleanup function for this group [_newGroup, _bodyRemove] spawn _fnc_cleanGroup; // Have to return the new group _newGroup; }; // -------------- Waiting period ------------------ // while { !(_triggerObject getVariable "murk_spawn") } do { sleep _waitingPeriod; }; //hint "Triggered spawn!"; // --------------- Spawn Modes ------------------- // // REPEAT MODE, i.e. basic respawn based on lives if (_spawntype == "repeated") then { while { _spawnlives > 0 } do { _unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit; _spawnLives = _spawnLives - 1; _unitsGroup = units _unitGroup; while { ({alive _x} count _unitsGroup) > 0 } do { sleep 2; }; sleep _spawndelay; }; }; // WAVE MODE, this is fairly simple, just sleep a while then respawn. Spawnlives in this case is number of waves if (_spawntype == "wave") then { while { _spawnlives > 0 } do { _unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit; _spawnLives = _spawnLives - 1; sleep _spawndelay; }; }; // RESET MODE, sleep a while then set the variable to false (even if you set it like 50 times over). Spawn lives is used to tick how many times its possible to reset. if (_spawntype == "reset") then { while { _spawnlives > 0 } do { _unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit; _spawnLives = _spawnLives - 1; sleep 15; _triggerObject setVariable ["murk_spawn",false,false]; while { !(_triggerObject getVariable "murk_spawn") } do { sleep _waitingPeriod; }; }; }; // ONCE MODE if (_spawntype == "once") then { _unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit; }; }; Edited September 27, 2014 by AVIBIRD 1 Share this post Link to post Share on other sites
iceman77 18 Posted September 27, 2014 Bubba you should post code within tags or [b][php][/b] tags. You've an eye sore there and it's all melded together. Share this post Link to post Share on other sites
avibird 1 155 Posted September 27, 2014 @ LOL iceman I have been away from ARMA for a while so much I don't recall (: can you get the code about to work! Share this post Link to post Share on other sites
dreadedentity 278 Posted September 27, 2014 Bubba you should post code within tags or [b][php][/b] tags. You've an eye sore there and it's all melded together.[/quote] He means like this: This is a [code] tag [code]here is some code here is a tag [php]here is some code Share this post Link to post Share on other sites
Beerkan 71 Posted September 27, 2014 @ LOL iceman I have been away from ARMA for a while so much I don't recall (: can you get the code about to work!This.. Enemy-occupation-systemby BangaBob Share this post Link to post Share on other sites
avibird 1 155 Posted September 27, 2014 @beerkan I am already using EOS and DAC in my mission but I need a simple editor spawn back units that follow waypoints for my side missions within the large mission template. The script that i am talking about was very simple to use with other more complex scripts. Share this post Link to post Share on other sites