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[Release] Controlled Spawn And Waypoints Randomizr

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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:
Screenshot-1.jpg

 

 

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:

bRx9OPo.jpg

YRAegEw.jpg

 

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@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)!

 

x1LElgO.jpg

17NoHsv.jpg

lauzOeV.jpg

e7WnrMh.jpg

Aug 2023 / @aldolammel / thy 😜

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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:

oYHXlMH.png

 

pMGZzST.jpg

 

pxvNKxb.png

 

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:

iZUKBcg.png

 

 

Enjoy!

 

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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.
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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:

aEbGyrP.png

Units with flashlights if they are not allowed to use night-vision-goggles:

yIO37x4.jpg

 

Documentation even more detailed:

8cayYnQ.png

W7NiTDf.png


 

All loadout customization has been reworked:

5Kx7X0a.png

aHf4ma3.png

 

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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): 

FdKpBtq.png

Above, Eden markers' names.

 

bkoWZOE.png

Above, the list of vehicles and groups of BluFor in fn_CSWR_population.sqf file.

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Finally, the new video demo! 

 

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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);

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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:

QEWsgC8.jpg

 

Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position:

Ga6HQz7.jpg

 

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):

iBS3oMd.jpg

 

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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:

 

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