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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:

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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!

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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 by Wobbleyheadedbob

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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

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Thanks manzilla, it took me till your post#50 to understand I didn't actually have <> l in the code, LOL.

sigh

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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.

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nvm...

Edited by Jakerod

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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?

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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.

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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......

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Probably people in the ACE thread.

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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

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@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.

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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... :(

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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).

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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 by meanmachine1

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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.

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@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 :)

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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..!

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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.

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OA factions:

BIS_US

BIS_CZ

BIS_GER

BIS_TK

BIS_TK_INS

BIS_TK_GUE

BIS_UN

BIS_TK_CIV

BIS_CIV_special

OA CfgGroups:

USA

US_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

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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...

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