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avibird 1

looking for Editor based AI script by trigger for ARMA3!

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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 by AVIBIRD 1

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Bubba you should post code within

 tags or [b][php][/b] tags. You've an eye sore there and it's all melded together.

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@ 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!

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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

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@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.

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