thy_ 97 Posted August 25 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_ 97 Posted September 5 @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_ 97 Posted September 14 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_ 97 Posted September 19 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