-)rStrangelove 0 Posted June 10, 2009 No, you don't normally respawn just like that. You have to specify respawns in the description.ext file in your mission directory. (Respawn delay, respawn as bird or team member etc things like that) The description.ext tutorials for ArmA1 can still be used, just use search. Share this post Link to post Share on other sites
S!fkaIaC 10 Posted June 10, 2009 I am not sure, but it looks that it is easier to use DAC then ACM if you want to get a lot of control and customization over "what spawns when". Not just F5 and done. To me ACM makes only sense for game-style missions. Mainly COOP. Or maybe crCTI could utilize it to spawn random Resistance to pester both sides. Share this post Link to post Share on other sites
Cyborg11 10 Posted June 10, 2009 You can get a lot of control over ACM :) Copy this in your init.sqf and change the values if you want :) waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance [bIS_ACM, 300, 600] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["RU","USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; Share this post Link to post Share on other sites
st!gar 3 Posted June 11, 2009 (edited) Create ordinary txt file, paste code supplied earlier, Save As "init.sqf" No, if I make a text-document and save it as "init.sqf", it does not change filetype. It's still a Notepad-document, even though i's named "init.sqf". Am I doing something wrong? :confused: Edited June 11, 2009 by St!gar Share this post Link to post Share on other sites
S!fkaIaC 10 Posted June 11, 2009 In windows it shows you just that notepad is the current defined application to open .sqf files. Nothing else. Share this post Link to post Share on other sites
Maddmatt 1 Posted June 11, 2009 No, if I make a text-document and save it as "init.sqf", it does not change filetype. It's still a Notepad-document, even though i's named "init.sqf". Am I doing something wrong? :confused: Probably because you have windows set to hide file extensions. Share this post Link to post Share on other sites
Provac 0 Posted June 11, 2009 When u save a file in notepad you should have 2 lines. Filename and filetype, filetype is a rollout menu. Usually you have 2 choices. Save as TXT or All Files. Choose all files and put .sqf at the end of your file and it will be a sqf file. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted June 11, 2009 (edited) Probably because you have windows set to hide file extensions. Yup, Matt is right. Your file actually is "init.sqf.txt" rather than "init.sqf", that's why ArmA2 can't recognize it. Explorer->Folder Options, then unsign "Hide file extensions". Generally i set this right after windows installation because it can be dangerous when working with files downloaded from the www. You could doubleclick on a jpg to view it, but in reality it could be "Watch_this_lol.jpg.exe" - and you have a problem. ;) I am not sure, but it looks that it is easier to use DAC then ACM if you want to get a lot of control and customization over "what spawns when".Not just F5 and done. I agree. As long as not much has been documented about the modules, we're pretty much in the guessing phase. If you dePBO modules and navigate through various scripts you realize it's a lot of overhead in there. Overhead which uses CPU resources. This is needed to make the scripts safer for false parameters etc. So in theory, performance wise you'd better to be off writing your own scripts for the mission that you're trying to make - as always. I know i will try that at least. Lots of infos can be gathered from the module scripts though. 1 thing i've esp liked is how empty doors are spawned on houses and civilians are moved into cargo space. Great idea. Edited June 11, 2009 by ])rStrangelove Share this post Link to post Share on other sites
imutep 0 Posted June 11, 2009 (edited) No, if I make a text-document and save it as "init.sqf", it does not change filetype. It's still a Notepad-document, even though i's named "init.sqf". Am I doing something wrong? :confused: I think its better to use the ArmA Script Editor from Chenderman. With this you can create sqs and sqf files very easy. ;) BTT: I found this in a script: //ACM settings[] spawn { waitUntil {!(isnil "BIS_ACM_setAmmoFunc") && !(isnil "BIS_ACM_setSkillFunc") && !(isnil "BIS_ACM_addGroupClassesFunc")}; sleep 10; [0.2, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; [0, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc; [bIS_ACM, ["INS_InfSquad", "INS_InfSquad_Weapons", "INS_SniperTeam", "INS_MilitiaSquad", "CDF_InfSection_Patrol", "CDF_SniperTeam", "CDF_MotInfSection"]] call BIS_ACM_addGroupClassesFunc; }; I think we can choose any Inf groups with this. But i'm not sure! Edited June 11, 2009 by Imutep Share this post Link to post Share on other sites
schaefsky 0 Posted June 11, 2009 No, if I make a text-document and save it as "init.sqf", it does not change filetype. It's still a Notepad-document, even though i's named "init.sqf". Am I doing something wrong? :confused: There are two ways of doing it right: Set the name to "init.sqf" with the quotes. That way notepad will save with .sqf as exetension (or anything else you put in). Or set the file type to All (*.*) and name the file "init.sqf" with or without quotes. Share this post Link to post Share on other sites
Nephris1 10 Posted June 11, 2009 Hi folks, looks like i am really to stupid! I tried it via init.sqf nothing spawned I tried it via entry into the init of the ACM Modul...2 Helicopter spawned! But i still no troops around me. Would it be possible that you can upload a simple working demo mission with the ACM modul, so i can check wth i am doin wrong plz? Share this post Link to post Share on other sites
Helmut_AUT 0 Posted June 11, 2009 Same for me. I follow everthing by the book, and get nothing. maybe it just needs 5 to 10 minutes before spawning something? Share this post Link to post Share on other sites
twisted 128 Posted June 11, 2009 did you name the ACM module in the editor the same as the name in the init.sqf? I forgot to do that after syncing the ACM module with a character. maybe that makes a difference - not sure. Share this post Link to post Share on other sites
Helmut_AUT 0 Posted June 11, 2009 Yep, that was it. And also I had tried Strangelove's suggestion, which actually works, but the configuration doesn't set. With the init.sqf and a properly named ACM, it's works great. I can't really say how awesome this is. Most of my time making Spec Ops missions with realistic insertion and extraction (meaning, a lot of foot walking and carefull patrolling) was spent randomizing guards and patrols. Now you can simple slap the mission targets togehter, create an insertion transport and extraction, then have the modules fill out the island with civilians, animals, soldiers. Share this post Link to post Share on other sites
Nephris1 10 Posted June 11, 2009 I named the module same as in the init.sqf and sny. via F5...as in Strangeloves example.... I am sure there is any stupid error i made but this is the 3rd evening i am trying to get it workin. Strange thing, i got the helicopter working but no patrol crosses my way.... So Helmut after u go it working, and had the same prob, would u be so kind to make a demo for me plz. Share this post Link to post Share on other sites
st!gar 3 Posted June 11, 2009 Or set the file type to All (*.*) and name the file "init.sqf" with or without quotes. Thanks. That worked. :) Also, I'm kind of getting mixed messages, here. Does using the "init.sqf" work, or doesn't it? :confused: Share this post Link to post Share on other sites
hund 0 Posted June 12, 2009 (edited) I set up ACM using the guidelines in this thread, and it works really well. However, once I put it on a dedicated server it didn't run so well, or at all. Is ACM a single player only component? *UPDATE* I tested it some more on the dedicated server, and a friendly MI-8 flew by after a while so something is happening. However, that's also the bad news since I set the ACM to only spawn guerilla infantry groups. I'm using the following code to initiate ACM in the test mission: // Ambient Combat Manager Settings waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols (0-1). BIS_ACM is module name (set to maximum intensity) [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min max spawn distance (set to spawn between 20 and 60 meter away from the player) [bIS_ACM, 20, 60] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned (set to only spawn independents) [["GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units (set to skill ranges from 0.25 to 0.3) [0.25, 0.3, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess (set to between half and full ammo for spawned units) [0.5, 1.0, BIS_ACM] call BIS_ACM_setAmmoFunc; //Passing an empty types Array will completely disable the custom database and switch back to the default. (list of allowed groups, taken from cfggroups) [bIS_ACM, ["GUE_InfSquad", "GUE_InfSquad_Assault", "GUE_InfSquad_Weapons", "GUE_InfTeam_1", "GUE_InfTeam_2", "GUE_InfTeam_AT", "GUE_GrpInf_TeamAA", "GUE_GrpInf_TeamSniper", "GUE_MilitiaSquad"]] call BIS_ACM_addGroupClassesFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. (set to allow ground patrols, disallow air patrols) ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", -1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; Edited June 12, 2009 by Hund Share this post Link to post Share on other sites
Heatseeker 0 Posted June 12, 2009 Im not sure this will be good to populate worlds with, atleast not in MP. For example if you want towns to be populated with civilians it only takes a few players to spread all over the map for this to spawn lots of units, lag and desync? Still need to understand what these modules can do after the game arrives. It sounds just like a "light" version of DAC 2. Share this post Link to post Share on other sites
kremator 1065 Posted June 12, 2009 Could someone please post a mission with all of this setup ? Share this post Link to post Share on other sites
Jwam 0 Posted June 14, 2009 (edited) Hi everyone ! Very interesting thread and very interesting features ! I've been able to test ACM within the editor, but haven't tested it on multiplayer though. I've just got one question. I've uncompressed all the pbo files of the game and never found this cfggroups file. Where can I find it ? So that I can select the spawning units. Thanks by advance for the answer. Best regards. ---------- Post added at 12:07 AM ---------- Previous post was Yesterday at 10:58 PM ---------- Ok.. I found them on stringtable.xml. Here they are. I would have liked to make a good looking table on the forum, but dunno how to do. So here they are : usmc_motinfsection_at Motorized Section (AT)usmc_motinfsection Motorized Section usmc_motorized Motorized Infantry usmc_mechreconsection Recon Section usmc_mechinfsquad Mechanized Rifle Squad usmc_mechanized Mechanized Infantry usmc_sniperteam Sniper Team usmc_infsquad Rifle Squad usmc_heavyatteam Heavy AT Team usmc_frteam_razor Razor Team usmc_frteam Force Recon Team usmc_fireteam_support Fire Team (Support) usmc_fireteam_mg Fire Team (MG) usmc_fireteam_at Fire Team (AT) usmc_fireteam Fire Team usmc_infantry Infantry usmc_tankplatoon Tank Platoon usmc_armored Armor usmc_uh1ysquadron UH-1Y Squadron usmc_mv22squadron MV-22 Squadron usmc_mq9squadron MQ-9 Squadron usmc_f35squadron F-35B Squadron usmc_av8bfightersquadron AV-8B Fighter Squadron usmc_av8bbombersquadron AV-8B Bomber Squadron usmc_ah1zsquadron AH-1Z Squadron usmc_air Air cdf_motinfsquad Motorized Infantry Squad cdf_motinfsection_weapons Motorized Weapons Section cdf_motinfsection Motorized Infantry Patrol cdf_motorized Motorized Infantry cdf_mechreconsection Mechanized Recon Section cdf_mechinfsquad Mechanized Rifle Squad cdf_mechatsection Mechanized Recon Section (AT) cdf_mechanized Mechanized Infantry cdf_sniperteam Sniper Team cdf_infsquad_weapons Weapons Squad cdf_infsquad Infantry Squad cdf_infsection_patrol Patrol cdf_infsection_mg Infantry Section (MG) cdf_infsection_at Infantry Section (AT) cdf_infsection_aa Infantry Section (AA) cdf_infantry Infantry cdf_tankplatoon Tank Platoon cdf_armored Armor cdf_mi8squadron Mi-8 Squadron cdf_mi24dsquadron Mi-24D Squadron cdf_air Air gue_motinfsquad Motorized Group gue_motinfsection Technicals gue_motorized Motorized Infantry gue_mechinfsquad Mechanized Group gue_mechinfsection Mechanized Patrol gue_mechanized Mechanized Infantry gue_militiasquad Militia gue_infteam_at AT Team gue_infteam_2 Patrol 2 gue_infteam_1 Patrol 1 gue_infsquad_weapons Group (Weapons) gue_infsquad_assault Group (Assault) gue_infsquad Group gue_grpinf_teamsniper Sniper Team gue_grpinf_teamaa AA Team gue_infantry Infantry gue_tanksection Tank Section gue_armored Armor ru_motinfsquad Motorized Infantry Squad ru_motinfsection_recon Motorized Recon Section ru_motinfsection_patrol Motorized Patrol ru_motorized Motorized Infantry ru_mechinfsquad_2 Motor Rifles (BTR) ru_mechinfsquad_1 Motor Rifles (BMP) ru_mechanized Mechanized Infantry rus_reconteam Spetsnaz Team ru_sniperteam Sniper Team ru_infsquad Infantry Squad ru_infsection_mg Infantry Section (MG) ru_infsection_at Infantry Section (AT) ru_infsection_aa Infantry Section (AA) ru_infsection Infantry Section ru_infantry_mvd_assaultteam MVD Assault Team ru_infantry Infantry ru_tankplatoon Tank Platoon ru_armored Armor ru_su34fightersquadron Su-34 Fighter Squadron ru_su34cassquadron Su-34 CAS Squadron ru_pchela1tsquadron Pchela-1T Squadron ru_mi8squadron Mi-8 Squadron ru_mi24vsquadron Mi-24V Squadron ru_mi24psquadron Mi-24P Squadron ru_ka52squadron Ka-52 Squadron ru_air Air ins_motinfsquad Motorized Group ins_motinfsection Technicals ins_motorized Motorized Infantry ins_mechinfsquad Mechanized Group ins_mechinfsection_at Mechanized Section (AT) ins_mechinfsection Mechanized Patrol ins_mechanized Mechanized Infantry ins_sniperteam Sniper Team ins_militiasquad Militia ins_infsquad_weapons Weapons Group ins_infsquad Group ins_infsection_at AT Team ins_infsection_aa AA Team ins_infantry Infantry ins_tanksection Tank Section ins_armored Armor ins_mi8squadron Mi-8 Squadron ins_air Air civ_village_2 Village People 2 civ_village_1 Village People 1 civ_crowd Crowd civ_city_2 City People 2 civ_city_1 City People 1 civ_infantry Civilian Groups ---------- Post added at 01:50 AM ---------- Previous post was at 12:07 AM ---------- Ok... sorry for the flood.. I've tried calling BIS_ACM_addGroupClassesFunc with some group strings I found in cfggroups. For example : [bIS_ACM,["usmc_infantry"]] call BIS_ACM_addGroupClassesFunc; ... and then nothing spawns with ACM. When I try to call BIS_ACM_removeGroupClassesFunc like this : [bIS_ACM,["usmc_armored","usmc_tankplatoon","usmc_motinfsection_at","usmc_motinfsection","usmc_motorized","usmc_mechreconsection","usmc_mechinfsquad","usmc_mechanized"]] call BIS_ACM_removeGroupClassesFunc; those units still spawn. What I conclude is that the functions might work well as no unit spawned with the BIS_ACM_addGroupClassesFunc command. So : I may not use the right cfggroups strings, I may have to create my own group database thanks to an addon... but it hope it won't be necessary The functions may be bugged I may be silly ! Could you please give us more details about the strings demanded by these functions ? Thanks by advance. Edited June 22, 2009 by Placebo spelling Share this post Link to post Share on other sites
imutep 0 Posted June 15, 2009 Ambient Combat Manager - Functions at BIS Wiki Take a look ^^ Share this post Link to post Share on other sites
Duke49th 1 Posted June 17, 2009 (edited) Hi, I'm a noob with scripting stuff. So could anyone please show me the correct syntax for the following line: [<ACM reference | Object>, <types | Array of Arrays and / or Markers and / or triggers>] call BIS_ACM_blacklistAreaFunc; Thx alot :) Edit: I think I got it: [[bIS_ACM], BIS_ACM_1] call BIS_ACM_blacklistAreaFunc; Edited June 17, 2009 by Duke49th Share this post Link to post Share on other sites
Helmut_AUT 0 Posted June 18, 2009 Duke, if you want to exclude an area from ACM, the Wiki simple says: "You may place markers with a special naming pattern BIS_ACM_X (where X has to start at 1 and may not skip any numbers). The areas defined by these markers are automatically blacklisted and the markers deleted." Sounds easier than calling a function. Share this post Link to post Share on other sites
Duke49th 1 Posted June 18, 2009 Duke, if you want to exclude an area from ACM, the Wiki simple says:"You may place markers with a special naming pattern BIS_ACM_X (where X has to start at 1 and may not skip any numbers). The areas defined by these markers are automatically blacklisted and the markers deleted." Sounds easier than calling a function. Yeah, I overread that. Thx. Another question: How can I delay the Module. So that it starts to work after, let's say 10 minutes? sleep 600 in the Init doesn't work. Share this post Link to post Share on other sites