GEORGE FLOROS GR 4207 Posted February 21, 2019 GF Auto Population Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Population Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorialhttps://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in:https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner :https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite , according the selected spawn distance and the max number of enemy. It is created with a concept of , players being in a hostile territory. The intention of this Script - Mod , is to be played alone or even boost your mission and enchase generally the game play. There is a variety , over 75 different spawn possible settings , from spawning a single unit , transported infantry with land vehicles and helicopters , attacking planes , speed boats patroling , divers and every kind of spawn possibillity , except UAV and drones. There are arrays , for the Units used , where everything is sorted from every possible type and usage of infantry and vehicles, in order to change them easy , to your faction desired enemies , like CUP and RHS or Custom etc. There is no editing needed in the 3d editor with markes , triggers etc. It's created in mind , to be as configurable as possible , easy to read , use and edit. There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance. There are options about the spawn positions of the units. There are Safe distances and Blacklist Zones , from players and spawned units . Everything will be total random , according the selected options and the spawn settings. Get prepared for anything , because the enemy will defend and attack , patrol , reckon , garrison for the infantry and the same , for all the type of vehicles units as well. There is a Script and a Mod version available. The Mod version , is using a userconfig , to set your desired settings. For the Script version : To adjust the settings : GF_Auto_Population_Settings.sqf and for the spawn types : GF_Auto_Population_Spawn_Settings.sqf For the Mod version : userconfig Installation : Place the "userconfig" folder into your Arma 3 main folder. You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. There are also incuded 2 scipts: GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/ GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/ DO NOT use with : ZBE_Cache AI and Vehicle caching script/addon Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.2 Fixes for : the Position scripts , Spawn settings and the Location settings , Enemy spawn scripts and minor fixes. Changes on the Mod Userconfig files and Settings. Code optimization. v2.1 Fixed the Userconfig settings for the Mod version. v2.0 Fixed working in SP. Dynamic simulation is available to save the FPS and increase , also the max spawn unit number. Uavs , Drones and Ugvs spawn, is now available. A lot of code fixes and code optimization. Added some extra settings. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40381 Armaholic GF Auto Population Script - Mod Informations : On 3/4/2019 at 9:39 PM, GEORGE FLOROS GR said: 1. Units_Array.sqf , in order to change the Units to Custom , for example : RHS , you need to edit the Units_Array.sqf . The is a full list of possible units sorted , like infantry , reckon , SF , pilots, divers etc. Once you add your custom Units and you don't need to add everything , like you can only edit the divers for example and spawn only divers and nothing more and in order to do this , ( -check below ) 2. GF_Auto_Population_Spawn_Settings.sqf , these are the spawned desired Unit settings , you can select from the full list as it is , with the randomisation of the _case ( random ) number , up to which number of this list , the cases for the spawns. This means that there are apparently exacly , 85 different cases , with the Sea spawns , else 77. You can edit this list by your neads. By saying , an example would be to spawn only , the( simple ) Infantry for example and the Vehicles_Land example : Reveal hidden contents _Spawn_List = selectrandom[ //____________________________ Units ____________________________ //____________________________ Infantry_Man ____________________________ GF_AP_Spawn_Infantry_Man_Stalk, GF_AP_Spawn_Infantry_Man_Patrol, GF_AP_Spawn_Infantry_Defend, GF_AP_Spawn_Infantry_Attack, GF_AP_Garrison_Area_Buildings_Infantry, //____________________________ Vehicles ____________________________ //____________________________ Vehicles ____________________________ GF_AP_Spawn_Vehicles_Land_Stalk, GF_AP_Spawn_Vehicles_Land_Patrol, GF_AP_Spawn_Vehicles_Land_Defend, GF_AP_Spawn_Vehicles_Land_Attack ]; 3. GF_Auto_Population_Locations_Settings.sqf will select the desired spawn location , there are a lot of possible selection and you can also randomize this , though, the best options are suggested inside and ther are also water positions available , but if the selected spawns are divers and boats , i have them by default to be spawn on water , no mater the selected spawn position . 4. GF_Auto_Population_Blacklist_Zone.sqf , there are 5 blacklist zone added and this will work by placing the included markers in the editor , but without changing the size of the markers , because the settings for this are in the main settings. It is possible to edit this and add more zones and with their markers in the editor. In case that the Zones are not needed, they can be deleted from the editor , without needed to get deleted in the .sqf . 5. GF_Auto_Population_Main_Settings.sqf Here are the main settings , and there are also incude the settings for the two extra scripts : GF_Auto_Random_Loadout Script GF_Units_Map_Markers_and_Symbols Script I think everything here , is well commented and clear : Reveal hidden contents diag_log "//______________________ GF Auto Population Main Settings initializing ___________________"; //______________________ Settings ___________________ //______________________ Set true or false ___________________ //______________________ Debug Settings ___________________ //______________________ GF_Units_Map_Markers_and_Symbols Settings ______________________ // This script is reconfigured for debug porposes for the GF Auto Population GF_AP_Debug_Markers = true; // Enable the Script and filter the options GF_Units_Map_diag_log = true; GF_Units_Map_systemchat = false; GF_Units_Map_Markers_Enabled = true; GF_Units_Map_Symbols_Enabled = true; GF_Units_Map_Symbols_Remove_Text = true; // If you are using the symbols , set this to true //______________________ Debug Settings ___________________ //______________________ Set true or false ___________________ GF_AP_Show_Server_info = true; // Show Server Systemchat information GF_AP_Systemchat_info = true; // Show Systemchat information GF_AP_Hintsilent_info = true; // Show Hint information GF_AP_Diag_Log_info = true; // Log information //______________________ Spawn pos Settings ___________________ GF_AP_Find_pos_Attempts = 20; // Attempts to find the selected spawn position GF_AP_Pos_Spawn_Test = false; // Spawn Test for Debug , to check the selected positions scripts //______________________ GF_DynamicSimulation Settings ___________________ //______________________ Set true or false ___________________ GF_DynamicSimulation = true; // Enable DynamicSimulation GF_DynamicSimulation_auto_distance = true; // suggested , auto distance based on viewDistance and fog GF_DynamicSimulation_manual_distance = 2000; // if above is false , add the distance //______________________ GF_Auto_Population_Cleaner Settings ___________________ GF_AP_Cleaner_Distance = 3000; // The Distance to delete spawned Units GF_AP_Cleaner_Loop = 10; // The sec to loop //______________________ Enemies Settings ___________________ //______________________ Set true or false ___________________ GF_AP_Spawn_Loop = 10; // Spawn new units every % sec GF_AP_Units_Spawn_Safe_distance = 1500; // Add here the distance for the Units Spawn Safe distance from players GF_AP_Blacklist_Zone_distance = 1500; // Add here the distance for the Blacklist Zones GF_AP_Enemy_Side = east; // Select enemy side GF_AP_Enemy_Max_Number = 50; // Enemy Max Number , check also for more details in: GF_Auto_Population_Spawner.sqf GF_AP_Squad_Members = 2; // The number of the Squad GF_AP_Squad_Members_random = 10; // + random GF_AP_set_AiSkill_leader = 0.75; // set_AiSkill for leader GF_AP_set_AiSkill_leader_random = 0.25; // + random GF_AP_set_AiSkill = 0.50; // set_AiSkill GF_AP_set_AiSkill_random = 0.50; // + random GF_AP_Patrol_distance_Land = 250; // The distance for infantry BIS_fnc_taskPatrol GF_AP_Patrol_distance_Land_random = 100; // + random GF_AP_Patrol_distance_Sea = 250; // The distance for divers BIS_fnc_taskPatrol GF_AP_Patrol_distance_Sea_random = 100; // + random GF_AP_Patrol_distance_Land_Vehicles = 300; // The distance for Land Vehicles BIS_fnc_taskPatrol GF_AP_Patrol_distance_Land_Vehicles_random = 150; // + random GF_AP_Patrol_distance_Sea_Vehicles = 300; // The distance for Sea Vehicles BIS_fnc_taskPatrol GF_AP_Patrol_distance_Sea_Vehicles_random = 150; // + random GF_AP_Patrol_distance_Air_Vehicles = 500; // The distance for Air Vehicles BIS_fnc_taskPatrol GF_AP_Patrol_distance_Air_Vehicles_random = 500; // + random GF_AP_Attack_Distance = 1500; // 1500 The distance from the spawn position , for the attack spawn units GF_AP_Garrison_Area_Distance = 600; // Garrison Area in meters //______________________ GF Auto Random Loadout Script ___________________ //______________________ Set true or false ___________________ // For any other settings , change them from the script GF_Auto_Random_Loadout_Enabled = false; // GF_Auto_Random_Loadout Script //GF_ARL_Select --> 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only GF_ARL_Select = 1; //______________________ End of Settings ___________________ 9 4 Share this post Link to post Share on other sites
jandrews 116 Posted February 21, 2019 Sounds awesome! Excited to see it in action. By the way. Your awesome! Hats off to you and others who continously work to improve this gaming experience. 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 Thank you very much jandrews and soon 2 more standalone versions will be available , a Civilian and a Zombie version ! Share this post Link to post Share on other sites
baton1990 30 Posted February 21, 2019 Thanks !!! Waiting for use of it. Im opened settings of your script and found GF_AP_enablesimulation. Will you release this feature as standalone script ? Or it alredy can be used as standalone (copy/paste code from file) ? 1 Share this post Link to post Share on other sites
baton1990 30 Posted February 21, 2019 Sorry... didnt mention line "NOT YET implemented !" 1 Share this post Link to post Share on other sites
kremator 1065 Posted February 21, 2019 Excellent George. Thanks. Will try it out later... It has always annoyed me that no civs are around. 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted February 21, 2019 thank you sir 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 4 hours ago, baton1990 said: Thanks !!! Waiting for use of it. 3 hours ago, kremator said: It has always annoyed me that no civs are around. 1 hour ago, Jnr4817 said: thank you sir Thank you very much guys and i hope to enjoy this ! GF Auto Population Script - Mod v1.0 Share this post Link to post Share on other sites
yanoukovytsch 26 Posted February 21, 2019 Not Tested but I know that it will be great as ever ^^ THX George ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 2 minutes ago, yanoukovytsch said: great as ever ^^ Thank you very much yanoukovytsch ! This is actually for me also , one of my best work ! I hope you like it ! Share this post Link to post Share on other sites
topden 62 Posted February 21, 2019 http://joxi.ru/L21G6woh8E4Rqr if you turn on your “test” mission and respawn, the AI will no longer appear according to your scripts, but will remain “tied” to the place where you were before the death. I waited 10 minutes, but everything remained as on the screen. test on a dedicated server. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 2 minutes ago, topden said: test on a dedicated server. Hello there topden ! It's not tested on dedicated and since this happens it's a big problem ! I'll check it now. Just do me a favour , go to the test mission and remove from the player init the : this allowDamage false; and tell me if there is any difference. Thanks for the feedback and if you can i'm waiting for the news ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 18 minutes ago, topden said: http://joxi.ru/L21G6woh8E4Rqr if you turn on your “test” mission and respawn, the AI will no longer appear according to your scripts, but will remain “tied” to the place where you were before the death. I waited 10 minutes, but everything remained as on the screen. test on a dedicated server. # Guys sorry , but i got a Fail here ! I didn't notice to be honest and i should have check about it ! I 'll try as fast as possible to find the solution ! Thanks again and sorry about it ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 38 minutes ago, GEORGE FLOROS GR said: I 'll try as fast as possible to find the solution ! Ok so after this EPIC Fail ! , i have fix this and i will upload the update as soon as possible ! Thanks and sorry again ! Next time , more proper tests ! 1 Share this post Link to post Share on other sites
baton1990 30 Posted February 21, 2019 Are there any way to disable spawn of specific units ? For example I dont need divers, aircrafts and armor, I deleted classnames of certain units in Units_Array.sqf and now Im getting errors and script dont work. 1 Share this post Link to post Share on other sites
baton1990 30 Posted February 21, 2019 Anyway dont give up. Its normal to get mistakes in Arma coding. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 20 minutes ago, baton1990 said: Are there any way to disable spawn of specific units ? 18 hours ago, GEORGE FLOROS GR said: For the Script version : To adjust the settings : GF_Auto_Population_Settings.sqf and for the spawn types : GF_Auto_Population_Spawn_Settings.sqf For the Mod version : for the mod version you need to unpack , it to change the GF_Auto_Population_Spawn_Settings.sqf I'll see to add this also in the userconfig Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 Update Changelog: v1.1 Fixed unit despawn error in MP. Spawn_Settings for the Mod version are available in the userconfig. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 # I rushed a bit and i just noticed that i made an error with the diver teams , so i 'll fix this as well ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 # and also a New notification the script in the 1.1 version is not working in SP. I'll try to find a solution about it. Fixing something and breaking another ! Share this post Link to post Share on other sites
kremator 1065 Posted February 21, 2019 Thanks George .... looking forward to the civ version 🙂 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 21, 2019 Just now, kremator said: looking forward to the civ version 🙂 I was editing today the Civilian Version and i got really surprise about the previous epic fail and the problem now ,it's that it doesnt work in SP , which is not a big deal, but it is a problem though , that it need to be fixed as well ! 1 Share this post Link to post Share on other sites
topden 62 Posted February 22, 2019 thanks for fix. works 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 22, 2019 2 hours ago, topden said: thanks for fix. works Thank you topden that you told me , because i don't think so that i would notice this so early ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 22, 2019 So currently doing the fixes , in order to be working also in SP and fixing the files for the divers , because currently they work as normal infantry. 1 1 Share this post Link to post Share on other sites