thy_ 164 Posted August 25, 2023 On 7/26/2023 at 2:46 PM, jandrews said: Does it read mod factions? Sure. It does if the server (local/hosted or dedicated) has the mod factions loaded! On doc: On 7/26/2023 at 2:46 PM, jandrews said: can it be placed in trigger for delayed deployment? By default, no, but I have plans to add this feature in the early future. On 7/26/2023 at 2:46 PM, jandrews said: Can you add a patrol, attack and defend option? All bis functions. Here are the current options available (and described in the doc). With smart usage, you can handle a lot of strategic movements. I am thinking of new possibilities as well: 2 Share this post Link to post Share on other sites
thy_ 164 Posted September 5, 2023 @jandrews one of your requests is done! Enjoy! The script and its information in the main post have been updated! 🙃 Sep, 5th 2023 | v4.5: Added > Now the spawn points can be triggered by Timer delay, Trigger delay, and Target delay; Fixed > Occupy and Hold debug messages had a wrong trigger for the minimal value message alert; Fixed > When using Occupy-move the units had their speed behaviors badly replaced by the waypoint speed (always as "normal" instead of editor choices); Improved > If Occupy or Watch moves are used with vehicles (not allowed), now the vehicles and their crewmen are correctly deleted, leaving a warning message for the editor; Improved > Many debug improvements to fn_CSWR_population.sqf feedbacks and auto-fixing; Documentation has been updated (Tomorrow, actually)! Aug 2023 / @aldolammel / thy 😜 1 1 Share this post Link to post Share on other sites
thy_ 164 Posted September 14, 2023 The script and its information in the main post have been updated! Sep, 13th 2023 | v5.0: Added > All factions can spawn helicopters (cswr_spawnheli_faction_1); Added > All factions can be spawned by Air Paradrop, including vehicles (cswr_spawnparadrop_faction_1); Added > Special customization for AI units executing the Air Paradrops; Added > Exclusive Spawns for helicopters have automatic insertion of helipads (ON/OFF); Improved > Each spawn-point-type has a list of AI group-type allowed to spawn there; Improved > Hold-move markers now delete all small stones around them to preserve tracked-vehicles maneuver integraty; Improved > Loadout customization received deeper and friendly debug messages; Improved > Vehicles will spawn facing super accurate the same direction set in their spawn-markers in Eden; Fixed > Main CSWR script folder name on GitHub was accidentaly named as .VR instead of .STRATIS; Fixed > A faction group shouldn't spawn in another faction spawn-points if the Mission Editor would force it; Fixed > If snipers didn't find out spots to prone, the WATCH_MOVE wasn't restarting properly; Fixed > Since the last update (v4.5), loadout customization stops to recognize the "removed" instruction when in lowcase; Fixed > Debug > Hold-move should have [1800,3600,7200] as minimal range of time, and not [1800,7200,10800]; Fixed > Debug > Watch marker minimal range should be 1000, and not 500; Documentation has been greatly updated. Now there are Paradrop spawns for soldiers and vehicles: And another news is the possibility to spawn helicopters. The light classes will fly by default at 150 meters high. The heavy classes will fly over 300 meters: Enjoy! 3 1 Share this post Link to post Share on other sites
thy_ 164 Posted September 19, 2023 HOTFIX! Main post updated! Sep, 18th 2023 | v5.1 Fixed > CRITICAL > In CSWR v5.0, all AI groups were stuck after the first waypoint to be completed; Fixed > Hold > In CSWR v5.0 the tracked-vehicles accidentaly stopped to execute correctly the hold-maneuver; Improved > Performance > BIS_fnc_spawnGroup method has been replaced by a saver server performance method; Improved > Performance > BIS_fnc_spawnVehicle method has been replaced by a saver server performance method; Improved > Paradrop > Paratroopers are executing the paradrop with much more space among each other (visual realistic); Improved > Paradrop > Paratroopers are regrouping with their leaders after the landing and before the first mission move on the field; Improved > Loadout > Paratroopers can receive helmet and nightvision customization separately from the regular faction loadout; Improved > Vehicles > Now it's possible turn off the Electronic Warfare Resources for vehicles of each faction in fn_CSWR_management.sqf file; Improved > Vehicles > UAV vehicles are blockers too if around the helipads if some helicopter will spawn; Documentation has been updated. 1 Share this post Link to post Share on other sites
thy_ 164 Posted October 11, 2023 The script and its information in the main post have been updated! Oct, 11th 2023 | v5.5: Added > Spawn for helicopters can be set over the ship floors or platforms in water. Check the documentation; Added > All infantry soldiers and paratroopers can get easily flashlights on their rifles when the editor desactivates their night-vision-goggles; Improved > All CSWR markers are invisible since the Briefing screen (init.sqf file has been included in project); Improved > New method (more feasible to performance) to check if destinations and spawn-points are busy before accept new groups/vehicles, avoiding accidental explosions; Improved > Loadout > New method to build custom loadouts (more flexible and intuitive); Improved > Loadout > The global options to force apply backpack and/or vest for all units now will ignore civilian faction; Improved > Hold > New method to turn the tracked vehicle to hold-marker direction even more accurate and safe (against vehicle bounces); Improved > Hold > When in debug-mode-global is TRUE with debug-hold-mode is also TRUE, now the hold-markers and its direction are visible to the Mission Editor in-game; Improved > Spawn delay > from now the spawn delay timer is configured in-minutes and not in-seconds anymore, making the Mission Editor's life easier; Improved > Loadout > Now it's possible to turn On or Off which faction will get nightvision and what nightvision device model (supports NVG from mods too); Improved > Loadout > Ue the "RANDOM" command in civilian uniform slot in loadout file to gives a random outfit for each CIV unit created by CSWR; Improved > Debug > Marker error handling has been improved; Fixed > Paradrop > If editor added a custom nightvision for paratroopers, they received it duplicated; Fixed > Paradrop > Infantry Sniper groups when got the paratroop speciality and had their backpack "REMOVED", they weren't receiving parachutes; Fixed > Loadout > When editor used the global loadout settings (CSWR_isBackpackForAllByFoot and CSWR_isVestForAll) civilians get army gears too; Fixed > Watch > Sniper group's killed before to reach their spot to watch a location, CSWR kept waiting for them inappropriately; Fixed > Helicopters > They weren't spawn in the same direction defined through the Eden spawn-markers; Fixed > Wheeled APC and tracked APC crewmen were not receiving custom crew helmet; Removed > Civilian faction cannot move to anywhere ("_move_ANY" instruction) like a soldier, from now it's been limited to public markers ("_move_PUBLIC"); Documentation has been updated. Now, to set night-vision-googles or flashlights for one or more faction is easier: Units with flashlights if they are not allowed to use night-vision-goggles: Documentation even more detailed: All loadout customization has been reworked: Share this post Link to post Share on other sites
thy_ 164 Posted October 26, 2023 The script and its information in the main post have been updated! Oct, 25th 2023 | v6.0: Added > Markers scan > Now CSWR knows how to sectorize spawns and destinations, so the Editor can define which groups and vehicles must consider those sectors or not; Added > Vehicles > When a vehicle's lost but its crewmen survive, if allies are close, the crew will join them, taking their mission to themselves; Fixed > Paradrop > Civilian parachuters are landing without stuck in a crouched position (panic); Fixed > Debug > Small fix about marker message's examples; Fixed > Occupy > Vehicles configured to use Occupy-move markers were able badly to try to occupy a building; Improved > Helipcoter > Besides the regular move to the waypoint, now helicopter has 33% of chance to approach the current waypoint with Seek & Destroy style; Improved > Hold > Small improvement during the hold maneuver validation when solid objects around and group leader is out of the vehicle; Improved > Hold > Civilian tracked-vehicle cannot be booked center marker position anymore as a tank or trackedAPC; Improved > Destinations > All infantry and vehicles are able to restore their waypoints (doing a new search) if they are accidentally deleted; Improved > Markers scan > Small improvements; Documentation has been updated. Now, you can force one or more groups to spawn in a specific region of the map (sectorizing the spawnpoint options) and force them to move only (or not) to a specific sector-zone too (sectorizing the destination options): Above, Eden markers' names. Above, the list of vehicles and groups of BluFor in fn_CSWR_population.sqf file. Share this post Link to post Share on other sites
thy_ 164 Posted October 26, 2023 Finally, the new video demo! 1 Share this post Link to post Share on other sites
thy_ 164 Posted November 12, 2023 Nov, 12th 2023 | v6.0.1 Hotfix > Fixed a typo in "fn_CSWR_globalFunctions.sqf" (line 3587) that was printing out an error specific if only sectorized spawns were dropped on the map, without any non-sectorized ones (Thanks to reporting, VR_NotKilled); Share this post Link to post Share on other sites
thy_ 164 Posted November 27, 2023 The script and its information in the main post have been updated! Dec, 1st 2023 | v6.5: Fixed > Sectorizing > Now is forbidden to sectorize the movement "_move_ANY" because it doesn't make sense at all; Fixed > Occupy > When the mission editor hid a building, the group still considered that building as a possible location to occupy; Fixed > Occupy > An error (caused only in v6.0) when the group leader kicked a unit out of the group if the unit was too far from them; Improved > Occupy > Now groups are able to occupy big towers like Military Cargo Towers; Improved > Occupy > If the building is a ruin, and its type is an accepted one, the group when into it will stay in a crouch to units get a lower profile on it; Improved > Occupy > Expanded the amount of forbidden buildings and acceptable ruins based on the Western Sahara DLC map; Improved > Occupy > Expanded the amount of forbidden buildings and acceptable ruins based on Global Mobilization DLC maps; Improved > Occupy > If a building is badly added by the Editor as forbidden and acceptable building at the same time, CSWR in debug mode will point out this; Improved > Watch > Watch logic was totally overhauled, making the watch-destination more feasible and reliable in wild and urban environments; Improved > Watch > Sniper groups can set positions in urban places too as a secondary approach; Improved > Watch > Minimal range to sniper group sets watching position was increased from 100 to 200m; Documentation has been updated. Updated files: fn_CSWR_globalFunctions.sqf fn_CSWR_management.sqf Now, group executing OCCUPY destinations can get in high towers with better distribution positions inside: Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position: Watch destination (specific for sniper groups) is working much better with natural terrains, regardless of whether the map is an official one (and debug mod is a bit more visual for mission editors, showing what position the group has been selected, and the direction of the watched zone, and another arrow showing the watched zone itself): 1 Share this post Link to post Share on other sites
thy_ 164 Posted April 14 The script and its information in the main post have been updated! Apr, 14th 2024 | v6.5.2: Small update, that just makes the installation process easier and is supported by this video tutorial: Share this post Link to post Share on other sites
thy_ 164 Posted November 6 The main post has been updated with the CSWR video tutorials playlist! I just released this one! I guess it's instructive as needed. Cheers! 1 Share this post Link to post Share on other sites
thy_ 164 Posted November 8 New video tutorial: Common destinations (move_public, move_restricted, move_any). As soon as possible, I'll drop a video about the Specialized destinations (hold, occupy, watch) Share this post Link to post Share on other sites
thy_ 164 Posted November 10 New video tutorial: How to sectorize the spawns and destinations! Share this post Link to post Share on other sites