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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)!

 

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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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