goliath86 11 Posted February 21, 2010 This is probably an impossible request, but is there a way to add an eventhandler for all created units? Why do you have to add an eventHandler to all units? The ACM stops only when the unit that is attached to him dies :confused: Share this post Link to post Share on other sites
Nadeaulescent 10 Posted February 24, 2010 Hi all, I just have a quick question, is it possible to include the new ACE units into the ACM? If so, where do I get the classname? Thx! Share this post Link to post Share on other sites
JSj 12 Posted February 25, 2010 Classnames and all ACE information can be found here: http://ace.wikkii.com/wiki/Main_Page Share this post Link to post Share on other sites
wobbleyheadedbob 10 Posted March 10, 2010 (edited) It sounds like silola is going to be bored with Arma II as alot of the stuff his DAC system did will be built in :-) Don't say it like it's a bad thing, I'd condsider it a credit to his work that they went and actually made it a polished part of their product. They've done that with a lot of people's work. (First-Aid, Artillery Module etc.) Would have been nice if they credited the original authors for the inspiration if anything. Just a thought though. Edited March 10, 2010 by Wobbleyheadedbob Share this post Link to post Share on other sites
orubasarot 10 Posted March 11, 2010 (edited) ..... Edited January 9, 2011 by orubasarot Share this post Link to post Share on other sites
kremator 1065 Posted March 15, 2010 Anyone able to upload their favourite ACM (ACM and SOM) mission for us all to play. HC ability would be nice too. Hoping you are all able to help. Cheers Share this post Link to post Share on other sites
Jack_Ryan_ 10 Posted March 16, 2010 Thanks manzilla, it took me till your post#50 to understand I didn't actually have <> l in the code, LOL. sigh Share this post Link to post Share on other sites
katipo66 94 Posted March 17, 2010 Hi guys!This is a little script that can re-initialize the ACM module in MP after respawn. Hi goliath86... Ive used that script and it works perfect except on respawn i get major lag, as in almost a slide show (slight exaggeration) i did this on utes and tested on lan. i guess obviously ACM kicks in after respawn as i hung around long enough to see them. Share this post Link to post Share on other sites
jakerod 254 Posted April 11, 2010 (edited) nvm... Edited April 12, 2010 by Jakerod Share this post Link to post Share on other sites
NeMeSiS 11 Posted May 1, 2010 SILVIE has a way to acces the init of every vehicle by using the BIS_silvie_mainscope setvariable ["vehicleInit",{stuff}]; function. Is there anything similar for ACM? I am trying to run a script on every spawned unit. I dont see anything like it here, are there any workarounds? Share this post Link to post Share on other sites
scorpio17523 10 Posted May 11, 2010 Hey all, just a quick question... I've read this topic and got it working but how would I go about chaning it so it spawns the British 3 Para units, RAF units and FFAA Terrorists instead or USMC and RUS units etc? I've been looking and I cant seem to find a mention anywhere their faction name or unit class names. If anyone could shed some light on this it would be much appriciated. Share this post Link to post Share on other sites
meade95 0 Posted June 1, 2010 Hey all, just a quick question...I've read this topic and got it working but how would I go about chaning it so it spawns the British 3 Para units, RAF units and FFAA Terrorists instead or USMC and RUS units etc? I've been looking and I cant seem to find a mention anywhere their faction name or unit class names. If anyone could shed some light on this it would be much appriciated. +1...... Share this post Link to post Share on other sites
ker8er0s 10 Posted June 9, 2010 Anyone got any clues on the group classes for ACE? cheers Share this post Link to post Share on other sites
JSj 12 Posted June 11, 2010 Probably people in the ACE thread. Share this post Link to post Share on other sites
meshcarver 12 Posted June 11, 2010 Hey up, Well, I've tried and tried to write/edit my own ACM init.sqf but after literally days I've hit the wall utterly... basically I'm trying to write an ACM script that puts FFAA Terrorists and FFAA Terrorist Vehicles into my level. Just so I can have a dynamic flow of middle eastern action! Maybe even throw a few US Hummers/Hueys etc..? Please could someone perhaps post an example of the kind of script I'd need to save out to get something like this working..? Every time I do one I keep gettting RU and INS, and they're well out of place in Baghdad Map..!!! :( I am at my wits end... ANY help is apprecited..!!! cheers guys, Mean Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 11, 2010 @meanmachine1: In theory you only need these lines in the init.sqf of your mission: //ACM Modul 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, 800] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["USMC", "CDF", "INS", "GUE"], 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 [0.5, 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; The ACM module must be named BIS_ACM and synchronized to the player. Now if you want to use FFAA terrorists you need to insert the faction classname of those units instead of USMC, CDF and so on. [["FactionClassNameOfYourAddon"], BIS_ACM] call BIS_ACM_setFactionsFunc; Check the addon config and/or the readme for classname information. But I have to admit that I don't know how to include or exclude specific vehicles or units. Share this post Link to post Share on other sites
meshcarver 12 Posted June 12, 2010 Nice one..!!! Hey, thank yo very much for your swift reply, tis appreciated sir..!!! I'll try that out and also see if I can see about leaving vehicles out aswell as it completely breaks the atmos as a tractor with an old Russian peasant drives thru Baghdad... ;) ---------- Post added at 10:49 AM ---------- Previous post was at 10:03 AM ---------- //ACM Modul 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, 50, 250] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["ffaa_terrorista_agf_AK", "ffaa_terrorista_agf_Clerigo", "ffaa_terrorista_agf_SVD", "ffaa_terrorista_agf_PK", "ffaa_terrorista_agf_RPG", "ffaa_terrorista_agf_AA"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.9, 1, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.9, 1, 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;nc; Well, I've tried this and its still just coming up with Russian Insurgents etc, oh and also US Hummers now..!? Where did it get them from? I really don't understand this ACM coding thing... :( Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 12, 2010 This line is incorrect: //factions to be spawned [["ffaa_terrorista_agf_AK", "ffaa_terrorista_agf_Clerigo", "ffaa_terrorista_agf_SVD", "ffaa_terrorista_agf_PK", "ffaa_terrorista_agf_RPG", "ffaa_terrorista_agf_AA"], BIS_ACM] call BIS_ACM_setFactionsFunc; Do not enter the unit's classnames but the faction classnames! I've downloaded the FFAR terrorists to check the correct faction classname. If you take a look at the addon config you'll notice this: class CfgFactionClasses { class FFAA { displayName = "FFAA"; priority = 1; side = 1; }; }; So the correct line must be: //factions to be spawned [["FFAA"], BIS_ACM] call BIS_ACM_setFactionsFunc; But I haven't tested it. It should work though. Because ArmA II didn't find the faction class names you've entered I guess it skipped the process and used default faction class names thus spawning BI standard vehicles and units. Please note that the code in my post is for singleplayer only. Using ACM module in multiplayer mode requires re-syncronization with the player's group leader(s). Share this post Link to post Share on other sites
meshcarver 12 Posted June 12, 2010 (edited) Once more, thanks for your ongoing help man..!!! This still isn't working for me..!? I'v literally cut and pasted your line and replaced it into my init.sqf but I still just getting the standard BIS RU/INS soldiers etc... WTF.>?! //ACM Modul 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, 50, 250] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["FFAA"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.9, 1, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.9, 1, 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;nc; That's all my code now, and in the editor in the ACM I typed after name: ACM_BIS Shouldn't it be working..? Do I have to disable the standard BIS soldiers or something aswell..? Also, please could you tell me WHERE the addon config is so I can check myself mate? Russian choppers flying overhead aswell, I mean - shouldn't these not be there at all seeing as I have my "air_patrol" set to 0 aswell..? Basically, it looks like my editing of the ACM is not working at all..? Edited June 12, 2010 by meanmachine1 Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 12, 2010 That's all my code now, and in the editor in the ACM I typed after name: ACM_BIS Wrong name, name it BIS_ACM Also, please could you tell me WHERE the addon config is so I can check myself mate? Addon configs are located in the config.cpp or config.bin within the addon PBO. Please contact the author of the addon for exact information as it is possible to split certain config parts over multiple files. Russian choppers flying overhead aswell, I mean - shouldn't these not be there at all seeing as I have my "air_patrol" set to 0 aswell..? Basically, it looks like my editing of the ACM is not working at all..? I'm having similar problems with the spawning of german army and napa guerrila forces. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 16, 2010 @meanmachine1: We've done all we can ;) I've talked to one of the BI developers. Right now it is not possible to add custom content to the ACM module. Maybe with a later patch the ACM module will be extended, who knows :) Share this post Link to post Share on other sites
meshcarver 12 Posted June 16, 2010 Ok man, hey thanks for letting me know that anyway, so I can now stop beating my head against the wall and praying for a genuine Black Hawk Down scenario... :( Appreciated anyway Legislator..! Share this post Link to post Share on other sites
junior_g 0 Posted June 30, 2010 Does anyone know if the OA units are added into this yet, and if so, what are their faction/group names to add to the "call BIS_ACM_setFactionsFunc" and "call BIS_ACM_addGroupClassesFunc" functions? I'm trying to spawn some of those takistani insurgents. Share this post Link to post Share on other sites
Clayman 20 Posted July 2, 2010 OA factions: BIS_USBIS_CZ BIS_GER BIS_TK BIS_TK_INS BIS_TK_GUE BIS_UN BIS_TK_CIV BIS_CIV_special OA CfgGroups: USAUS_RifleSquad US_WeaponsSquad US_Team US_TeamMG US_TeamAT US_TeamSupport US_HeavyATTeam US_SniperTeam US_DeltaForceTeam US_MotorizedSection US_MotorizedSectionAT US_DeltaPatrolATV US_DeltaPatrolHMMWV US_MechanizedInfantrySquadICVM2 US_MechanizedInfantrySquadICVMK19 US_MechanizedReconSection US_MGSPlatoon US_M1A2Platoon US_M1A1Platoon US_M1A2Section US_A10Flight US_AH64DFlight US_AH6JFlight US_AH6XFlight US_C130JFlight US_CH47FFlight US_MH6JFlight US_MQ9Flight US_UH60MFlight CZ ACR_InfantryPatrol ACR_SpecialForcesTeam ACR_MotorizedPatrol ACR_SpecialForcesPatrolLandRover ACR_SpecialForcesPatrolATV ACR_Mi171ShFlight ACR_Mi171Sh_RocketsFlight GER KSKTeam TK TK_InfantrySquad TK_InfantrySection TK_InfantrySectionAT TK_InfantrySectionAA TK_InfantrySectionMG TK_SniperTeam TK_SpecialPurposeSquad TK_MotorizedInfanterySquad TK_MotorizedReconSection TK_MotorizedPatrol TK_MechanizedInfantrySquadBMP2 TK_MechanizedInfantrySquadBTR60 TK_MechanizedSpecialSquad TK_MechanizedReconSection TK_MechanizedReconSectionAT TK_T72Platoon TK_T55Platoon TK_T34Platoon TK_An2Flight TK_Mi24_DFlight TK_Mi_17Flight TK_Su25Flight TK_UH1HFlight TK_INS TK_INS_Group TK_INS_Patrol TK_INS_AATeam TK_INS_ATTeam TK_INS_Technicals TK_INS_MotorizedGroup TK_INS_MotorizedPatrolBTR40 TK_GUE TK_GUE_Group TK_GUE_GroupWeapons TK_GUE_Patrol TK_GUE_ATTeam TK_GUE_AATeam TK_GUE_SniperTeam TK_GUE_Technicals TK_GUE_MotorizedGroup TK_GUE_MotorizedPatrol TK_GUE_MechanizedPatrol TK_GUE_MechanizedGroup TK_GUE_T55Section TK_GUE_T34Platoon UN UN_Patrol UN_MotorizedPatrol UN_MechanizedPatrolBMP2 UN_MechanizedPatrolM113 TK_CIV TK_CIV_Crowd1 TK_CIV_Crowd2 Share this post Link to post Share on other sites
2guapo 10 Posted July 3, 2010 Glad you guys are getting this to work. Sadly after 3 days of reading forums and countless 15 minute sessions on the editor, I'm still not having any luck. At this point I'm beginning to think it's becuase of my steam version, or maybe this doesn't work with the 1.07 patch or if I have to download something seperately. As it is I'm running Arma II+AO vanilla. Can somebody please verify that this is not so so i will not give up trying. Anyways this is what I have so far: 1. Create Rifleman as player 2. Place ACM module beside player 3. Open module and copy paste this to "Initialization" waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 100, 500] call BIS_ACM_setSpawnDistanceFunc; [0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc; [["USMC","RU"], BIS_ACM] call BIS_ACM_setFactionsFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; 4. Name module "BIS_ACM" 5. Hit F5 and synchronize to player 6. Preview the game for 5-10 minutes with time muliplier x4 What i get are defualt settings it seems. Even though air patrol is set to 0, choppers still show up, and when i change factions to USMC only to spawn 10-50 metres away they still spawn russians half a click away. Been trying this with Arma II launcher, the AO launcher, and the Combined Operations launcher for three days to no avail... Share this post Link to post Share on other sites