total 1 Posted May 3, 2015 (edited) Hi, I want to give Zeus the ability to spawn UPSMON units running on a Headless client. I need help though, my programming skills are very limited. If this could work, I think many players will be happy :) - Give Zeus the ability to create normal round / square markers with names + ability to adjust the size eg. SHIFT + scroll. - Give Zeus the ability to create Empty markers with names. - Create a button somewhere inside the Zeus GM control panel, which opens up a window IF a headless client is available. The window contains the following: - 1x dropdown menu to select a script template (eg. Opfor fire team - opf_fireteam_spawn.sqf) - 1x dropdown menu that lists all "normal" markers with names. (_patrolmarker) - 1x dropdown menu that lists all empty markers with names. (_spawnmarker) - A create button that will run the selected template: nul = ["_patrolmarker", "_ spawnmarker"] execVM "opf_fireteam_spawn.sqf" I have no idea if this will work: opf_fireteam_spawn.sqf Private ["_grp"; if (! isServer && hasInterface) exitwith {}; _patrolmarker = _this select 0; _spawnmarker = _this select 1; _side = createCenter east; _grp = createGroup east; _grp = [getMarkerPos "[b]_patrolmarker[/b]", _side, ["O_soldier_SL_F", "O_soldier_F", "O_soldier_F", "O_soldier_M_F", "O_medic_F", "O_soldier_F", "O_soldier_F"], [], [], [0.3, 0.6]] call BIS_fnc_spawnGroup; nul = [leader _grp,"[b]_spawnmarker[/b]","ONROAD","WEDGE","SAFE","LIMITED","nowait"] execVM "scripts\UPSMON.sqf"; I think this will be a great mod for Arma 3, and we can later add Behaviour-selection, loadout selection ect. Is there anyone who can put me on the right path? Edited May 3, 2015 by Total Share this post Link to post Share on other sites
total 1 Posted May 3, 2015 Could a moderator please move this thread to Zeus editing? Share this post Link to post Share on other sites
RoryRothon 8 Posted August 21, 2017 I'm currently working on the same kind of thing: I am creating a custom module that uses the UPSMON built in spawn function (using randoms & unit array). No static marker, instead a marker is placed on the position of the module @ 2000m square. When all units in the squad are dead, the marker then deletes... Next i'm working on marker position update every 60 seconds on the squad leaders position... ["[CFC] Takistan Locals","INFANTRY", { _markerPrefix = floor random 999999; _patrolMarker = createMarker ["patrolMarker" + (str _markerPrefix), _this select 0]; _patrolMarker setMarkerAlpha 0; _patrolMarker setMarkerShape "RECTANGLE"; _patrolMarker setMarkerSize [2000, 2000]; _grp = [_this select 0,INDEPENDENT,[ "CUP_I_TK_GUE_Soldier_AA", "CUP_I_TK_GUE_Soldier_AR", "CUP_I_TK_GUE_Guerilla_Medic", "CUP_I_TK_GUE_Demo", "CUP_I_TK_GUE_Soldier", "CUP_I_TK_GUE_Soldier_AK_47S", "CUP_I_TK_GUE_Soldier_HAT", "CUP_I_TK_GUE_Guerilla_Enfield", "CUP_I_TK_GUE_Soldier_GL", "CUP_I_TK_GUE_Soldier_M16A2", "CUP_I_TK_GUE_Soldier_AAT", "CUP_I_TK_GUE_Soldier_AT", "CUP_I_TK_GUE_Sniper", "CUP_I_TK_GUE_Mechanic", "CUP_I_TK_GUE_Soldier_MG", "CUP_I_TK_GUE_Soldier_TL", "CUP_I_TK_GUE_Commander" ],[2,4],2,[_patrolMarker,"SPAWNED","CARELESS","DELETE:",80,"NOVEH","COLUMN","LIMITED"]] call UPSMON_CreateGroup; {_X addCuratorEditableObjects [units _grp,true];} forEach AllCurators; while {true} do { if ( { alive _x } count (units _grp) < 1) then { deleteMarker _patrolMarker; }; }; }] call Ares_fnc_RegisterCustomModule; Share this post Link to post Share on other sites