abdecken 1 Posted July 18, 2009 Does anyone know if I can have russian ground patrols and USMC patrols air only, with no USMC ground units? Could I perhaps use two Ambient Combat Modules, one for russian ground patrols and another for USMC air patrols? Share this post Link to post Share on other sites
imutep 0 Posted July 18, 2009 This should work. [[[b][i]Let this empty[/i][/b]], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, ["USMC_InfSquad","RU_Mi24VSquadron","RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc; These are the group class names of all factions: // USMC USMC_InfSquad USMC_FireTeam USMC_FireTeam_MG USMC_FireTeam_AT USMC_FireTeam_Support USMC_HeavyATTeam USMC_SniperTeam USMC_FRTeam USMC_FRTeam_Razor USMC_MotInfSection USMC_MotInfSection_AT USMC_MechInfSquad USMC_MechReconSection USMC_TankPlatoon USMC_AH1ZSquadron USMC_UH1YSquadron USMC_MV22Squadron USMC_MQ9Squadron USMC_F35Squadron USMC_AV8BFighterSquadron USMC_AV8BBomberSquadron // CDF CDF_InfSquad CDF_InfSquad_Weapons CDF_InfSection_AT CDF_InfSection_AA CDF_InfSection_MG CDF_InfSection_Patrol CDF_SniperTeam CDF_MotInfSquad CDF_MotInfSection CDF_MotInfSection_Weapons CDF_MechInfSquad CDF_MechReconSection CDF_MechATSection CDF_TankPlatoon CDF_Mi24DSquadron CDF_Mi8Squadron // RU RU_InfSquad RU_InfSection RU_InfSection_AT RU_InfSection_AA RU_InfSection_MG RU_SniperTeam RUS_ReconTeam MVD_AssaultTeam RU_MotInfSquad RU_MotInfSection_Recon RU_MotInfSection_Patrol RU_MechInfSquad_1 RU_MechInfSquad_2 RU_TankPlatoon RU_Mi24VSquadron RU_Mi24PSquadron RU_Pchela1TSquadron RU_Ka52Squadron RU_Mi8Squadron RU_Su34FighterSquadron // INS INS_InfSquad INS_InfSquad_Weapons INS_InfSection_AT INS_InfSection_AA INS_SniperTeam INS_MilitiaSquad INS_MotInfSquad INS_MotInfSection INS_MechInfSquad INS_MechInfSection INS_MechInfSection_AT INS_TankSection INS_Mi8Squadron // GUE 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 GUE_MotInfSection GUE_MotInfSquad GUE_MechInfSection GUE_MechInfSquad GUE_TankSection // CIV (not supported with ACM) CIV_Crowd CIV_City_1 CIV_City_2 CIV_Village_1 CIV_Village_2 Share this post Link to post Share on other sites
december 0 Posted July 19, 2009 I have been testing "BIS_ACM_setIntensityFunc". It is to be set to a value between 0 and 1. If I set it anything less than 1 (0.something) nothing is spawned. Can someone test this? Share this post Link to post Share on other sites
the_shadow 0 Posted July 19, 2009 can anyone list what kinds of patrols there is? ive seen ground and air mentined.. is that all? or are there armor, foot, vehicle, boat and so on? Share this post Link to post Share on other sites
Daveyboy154 10 Posted July 19, 2009 (edited) This should work. [[[b][i]Let this empty[/i][/b]], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, ["USMC_InfSquad","RU_Mi24VSquadron","RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc; Weirdly, this didn't work for me. However, when I added a faction back in the first line (instead of leaving the array blank) it did. It even worked with when I swapped the side over (see example): [[uSMC], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, ["RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc; With this, I got nothing but Russian tanks for 15 minutes and not a single USMC unit. Maybe the ACM just needs at least one faction in there to function, but then disregards it if you use the addGroupClassesFunc afterwards? Dave Actually, what is even weirder is that I forgot quotation marks around the USMC, returning an .rpt error. Yet somehow, it had the desired effect regardless. I'm sure that there is an explanation, but someone more knowledgeable than me will have to come up with ! Edited July 19, 2009 by Daveyboy154 Share this post Link to post Share on other sites
the_shadow 0 Posted July 19, 2009 ok, i´ve got a small problem with the ACM module.. i made a init.sqf and this is what i have in it.. 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, 200, 1000] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["INS", "GUE", "USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.01, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 1.0, 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; but still i get USMC and other Air patrols flying around... most USMC though. and in 1hr i havnt encountered one single enemy soldier exept for those i manually put in the editor. i also have another problem but thats not AMC related so i´ll take that in the SOM module thread instead. Share this post Link to post Share on other sites
El Mariachi 0 Posted July 19, 2009 I guess I'm gonna wait till I can get a hold of someone's DAC script edited for arma 2. This doesn't sound like it will work too well for MP, and on top of that you have to blacklist 90% of the map where you DON"T want things to spawn and it takes too long to configure. Why couldn't they make it as easy to configure as any one of the scripters? Share this post Link to post Share on other sites
andersson 285 Posted July 19, 2009 If I synch this module with the teamleader, will enemies spawn around the other soldiers in that group? Say that I am the teamleader and my friend (MP) in the same group goes away a couple of km. Are enemies spawned around the both of us the same way for both clients? Share this post Link to post Share on other sites
Daveyboy154 10 Posted July 19, 2009 @The Shadow I think that it has to do with the initializations, but i'm not sure. The first 2 lines should prevent that, but sometimes I get rpt errors (and other times I don't despite not changing anything!) Just going on my own trial and error experience, maybe put your code in a seperate sqf and execVM it from the init.sqf instead. Have it a couple of lines down, or even after a "sleep 1", to see if that helps. It's not like it would spawn any patrols in the first second of a mission anyway. Dave Share this post Link to post Share on other sites
andersson 285 Posted July 21, 2009 Ok, been reading this, the biki and trying myself. I dont think ACM is good enough for my purposes, its best suited SP. I hope by this post I can be told otherwise. Atleast I hope to shed some light about some things out of curiousity. 1 - Is it compatible with MP? 2 - How does the enemy units spawn around the group (SP and MP)? Is it the leader that is the middlepoint or are units spawning around all members? Will the density go down if the group get splitted or will the leader have all enemies and the rest will get less and see units getting spawned or disapear depending on distance to the leader? 3 - Can I synch this to a gamelogic and have enemies spawning around that location? Will that mean that units will pop up and disapear if Im getting to far away from that GL? 4 - Why oh why is airborne groups scripted to fly over me? I dont like the feeling of being special. This gameserie is for me all about being one guy among others in a war, not a hero nor the center of attention. Some things I could find out by myself if I had time, but it takes too much time to even see the result of one scenario in SP.. This seems like a good idea for quick and easy SP gameplay, but for MP I cant see much serious use for it. I guess I have to wait for DAC.. Share this post Link to post Share on other sites
ZimZum 10 Posted July 22, 2009 can i use a marker to make a no-spawn zone? how do i do that? Share this post Link to post Share on other sites
nominesine 0 Posted July 23, 2009 I've placed my ACM (nomin_acm1) on the map, synched it with a playable group and given it the following command in ininit.sqf: [0, nomin_acm1] call BIS_ACM_setIntensityFunc; Hence no unit will spawn around my group until I raise the value 0. I only want the action to start when the players group enters a certain trigger area. Thus I feed my ACM the following line of code when the player enter the trigger: [1, nomin_acm1] call BIS_ACM_setIntensityFunc; That should work, right? And now some questions. 1) Can I execute the code [1, nomin_acm1] call BIS_ACM_setIntensityFunc; directly from the triggers activation field? I cannot see any reason why not, so... 2) What happens if a player Joins in Progress after the change is made. Will this init-launch revert the ACM to it's zero setting again? 3) Is it possible to make all changes of the ACM values from a script that is only running on the server in a MP game? Or does the ACM values also need to be changed on all clients in a network game. Share this post Link to post Share on other sites
norm6669 10 Posted July 28, 2009 (edited) ACM can be used in multi. I didn't run a lot of test but enough to know it will work. When the WHOLE group is dead, the ACM stop. So to use ACM with respawn, you need to be able to create the module via scripting. On my server loop I use this: _LogicCenter = createCenter sideLogic; _LogicGroup = createGroup _LogicCenter; _array = [P1, P2, P3, P4]; while {true} do { for [{_i=0}, {_i < count _array}, {_i=_i+1}] do { if (!(isNull (_array select _i))) then { _cnt = {!isNil {_x getVariable "acm"}} count (units group (_array select _i)); if (_cnt == 0) then { _ACMMod = _LogicGroup createUnit ["AmbientCombatManager", [0, 0, 0], [], 0, ""]; _ACMMod synchronizeObjectsAdd [(_array select _i)]; }; }; }; sleep 10; }; The four players are name P1, P2, P3 and P4 and they each have their fireteam with up to 3 bots. The script check is someone in the group is still synchronized to the ACM (if the acm is still running). If not, it start one. Edited July 28, 2009 by norm6669 Share this post Link to post Share on other sites
Devil_Orchestra 10 Posted July 28, 2009 (edited) Can someone please tell me if my syntax is correct? I have tried so many different ways to specify groups with ACM and i have had no luck. this is the closest i have come from reading through this entire thread 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"], 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", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [["RU_InfSquad", "RU_InfSection", "RU_SniperTeam", "RUS_ReconTeam", "RU_MotInfPatrol"], BIS_ACM] call BIS_ACM_addGroupClassesFunc; Edited July 28, 2009 by Devil_Orchestra Share this post Link to post Share on other sites
RedRage 0 Posted July 30, 2009 I need some help as well. No matter what I do in the config I get the same couple of helicopters and a few friendly/enemy armored units aimlessly loitering around the map. I waited for over 5 mins on x4 time for something epic to happen - no luck there. Here are the contents of my init.sqf (placed in mission folder): waitUntil {!isNil {BIS_ACM getVariable “initDoneâ€}};waitUntil {BIS_ACM getVariable “initDoneâ€}; [100, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 40, 300] call BIS_ACM_setSpawnDistanceFunc; [["INS", "CDF"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.3, 0.8, BIS_ACM] call BIS_ACM_setSkillFunc; [0.6, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0.6, BIS_ACM] call BIS_ACM_setTypeChanceFunc; Any suggestions? Share this post Link to post Share on other sites
mr_centipede 31 Posted July 30, 2009 I need some help as well. No matter what I do in the config I get the same couple of helicopters and a few friendly/enemy armored units aimlessly loitering around the map. I waited for over 5 mins on x4 time for something epic to happen - no luck there. Here are the contents of my init.sqf (placed in mission folder):Any suggestions? For me ACM purpose to give you a sense that you're in a war, that you might run into a random patrol. Not making a huge engagement. So that ACM wont bog down your PC as much. If your purpose is to witness a large battle going on, ACM probably wont be able to do it. If ACM happened to have a large battle going on, I think it was pure luck. Or you run into one of the enemy, had an engagement and the rest of the enemy on map will come and support the fight... Could happen, never actually try it Share this post Link to post Share on other sites
andersson 285 Posted July 30, 2009 ACM can be used in multi. I didn't run a lot of test but enough to know it will work. ... The four players are name P1, P2, P3 and P4 and they each have their fireteam with up to 3 bots. Good to know! But what happens if two players are close to each other, is the enemy density doubled? And what happens if all players are in the same group? I cant test this myself as Im away on a job.. Share this post Link to post Share on other sites
arthur666 10 Posted July 30, 2009 1. So, from what I've gathered, setting which factions in the sqf file has no effect on the ACM. My mission that should only have GUE and INS still had a Russian BTR90 show up to the party uninvited. Has anyone found a way to make this work? 2. Is the proper name for the independent side GER or GUE or GUR? I've seen it all of those ways. Of course, right now it's a moot point because I don't know how to configure the ACM anyhow. I want to get this config to work. It really is gonna make 3 of my missions just about perfect. Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 30, 2009 If your purpose is to witness a large battle going on, ACM probably wont be able to do it. If ACM happened to have a large battle going on, I think it was pure luck. Or you run into one of the enemy, had an engagement and the rest of the enemy on map will come and support the fight... Could happen, never actually try it I dont know, i always have the density on one (Though significantly lowered the chance for air patrols) and its not rare to see 6 squads fighting within a square kilometer. Then again, its also not rare to not see any battles for 20 minutes. ;) Also, if you dont move around the chance to run into ground patrols is very small. If you wait at your starting position it will take forever to see something happen. :p Share this post Link to post Share on other sites
andersson 285 Posted July 31, 2009 2. Is the proper name for the independent side GER or GUE or GUR? I've seen it all of those ways. Of course, right now it's a moot point because I don't know how to configure the ACM anyhow. Think it is GUER. Share this post Link to post Share on other sites
arthur666 10 Posted July 31, 2009 Think it is GUER. Hmm... do you think if I put the wrong name in that line, it would just void the entire line and go back to the default, which is all 5 factions being present? Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 31, 2009 Think it is GUER. Sides: http://community.bistudio.com/wiki/side Factions: http://community.bistudio.com/wiki/faction Share this post Link to post Share on other sites
arthur666 10 Posted July 31, 2009 Sides: http://community.bistudio.com/wiki/sideFactions: http://community.bistudio.com/wiki/faction Oh. GUE . And I've also been typing RUSS instead of the proper RU. No wonder it's not working. Share this post Link to post Share on other sites
laserpanda 10 Posted July 31, 2009 If I make 2 ACMs sync'd to different units, will there be twice as many patrols? Share this post Link to post Share on other sites
predman 0 Posted August 1, 2009 i've been trying this for two days and still even when i jack up the density all i ever see are two helicopters flying by (if im lucky) Share this post Link to post Share on other sites