rok 0 Posted July 4, 2010 (edited) 2guapo, this example executed from init.sqf should work (it creates US and Takistani AT-units only). Note the sleep command at 3rd row. At least in ARMA2 it was required for me to get ACM working. I'm not sure if this would work from modules init field as in your example. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 500, 1200] call BIS_ACM_setSpawnDistanceFunc; [["BIS_US", "BIS_TK", "BIS_TK_INS"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.1, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc; [0.55, 0.85, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, ["US_TeamAT", "US_HeavyATTeam", "US_MotorizedSectionAT", "TK_InfantrySectionAT", "TK_MechanizedReconSectionAT", "TK_INS_ATTeam"]] call BIS_ACM_addGroupClassesFunc; Sometimes it takes 5+ minutes to units to start spawning. Factions and group types can be changed according to Clayman's post above. EDIT: Tested again and there's no need for sleep command. Edited July 5, 2010 by Rok no need for sleep Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 4, 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 :) What if you use custom groups in BIS_ACM_addGroupClassesFunc? Share this post Link to post Share on other sites
supergruntsb78 67 Posted July 4, 2010 i got the following in my init.sqf 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, 500, 1000] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["BIS_TK","BIS_TK_INS","US"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.2, 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", 0.1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; but so far my US and UN base are attacked by russian troops so what am i doing wrong to get the takistanis to fight me ? Share this post Link to post Share on other sites
Bomber_c 0 Posted July 5, 2010 (edited) disregard Edited July 5, 2010 by Captain Carnage Share this post Link to post Share on other sites
rok 0 Posted July 5, 2010 supergrunts, [["BIS_TK","BIS_TK_INS","US"], BIS_ACM] call BIS_ACM_setFactionsFunc; Replace "US" with "BIS_US". Share this post Link to post Share on other sites
supergruntsb78 67 Posted July 6, 2010 supergrunts, [["BIS_TK","BIS_TK_INS","US"], BIS_ACM] call BIS_ACM_setFactionsFunc; Replace "US" with "BIS_US". it seemed to do the trick what a small typo can do to a man :bounce3: Share this post Link to post Share on other sites
2guapo 10 Posted July 7, 2010 Thx rok. I was able to figure it out on my own but your support helps. Arma's got the best IMHO community out there. Anyways, I'm back here to figure out how to setup multiple ACMs now. My mistake was when i was placing them in the init.sqf, i wasn't naming my module in the editor. Then when I started naming the module in the editor, I was placing the codes in the "initialization" and not the init.sqf. Chasing my own tail basically. Hope this helps those that aren't getting it yet. Share this post Link to post Share on other sites
2guapo 10 Posted July 7, 2010 sorryfor the double post but i'm having no luck finding information about creating multi custom made ACMs. my problem is i don't know how to string them together under one init.sqf file. This is what I have 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, 75,100] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["BIS_US", "BIS_TK", "BIS_GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0.1, 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; AND I would like to have a second module named "BIS2_ACM" but my method of copying pasting the above code and replacing "BIS_ACM" to "BIS2_ACM" has thus been unsuccessful. Could somebody post a working init that contains two different ACM modules under the same init file? Share this post Link to post Share on other sites
Ironman13 13 Posted July 12, 2010 (edited) Has there been reports of whether or not this works in MP(dedicated server)? among all the other options I have this [["BIS_TK_GUE","BIS_INS"], BIS_ACM] call BIS_ACM_setFactionsFunc; Now it seems to want to still spawn BLUFOR Units. The only explanation I come to is that since my soldier that the ACM is synced to is a BLUFOR unit. BLUFOR automatically goes in the list. However, I might just be a crazy nut job. Another thought, everyone seems to be syncing the ACM with the player/playable slot. How about syncing it with a non-playable civilian or something to that effect? Thanks. ***Suggestion: If you are one of those people that say, "I wish there was a basic scripting tutorial." I got a crazy idea for you. How about you actually LOOK for a tutorial. I know, sounds nuts right? Now, for those of you who say the module doesn't work.... how about you take your dam ADD meds and actually sit in the mission for lets say, 20min. Then tell us the module doesn't work. It is hilarious to see people say "it doesn't work" when people in this thread are clearly stating it does spawn units... --------edit-------- http://www.ofpec.com/forum/index.php?topic=28702.0 is a link to a basic SQF tutorial. I found it in less than 5min. Let me suggest to those who claim know nothing go to the ofpec.com site, that is much more suited for noob scripters, versus threads like these where people talk in crazy a$$ jargon that a noob wouldn't understand. Don't worry, I was once a noob too. Edited July 12, 2010 by {GSF} Ironman Share this post Link to post Share on other sites
DaveP 66 Posted July 16, 2010 Would love to know if anyone knows whether the ACM works in dedicated server Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted July 16, 2010 Would love to know if anyone knows whether the ACM works in dedicated server It works, I've seen it in action. However the mission designer should take care that the module is synchronized to one of the players after respawn and JIP. Share this post Link to post Share on other sites
cyop 10 Posted July 24, 2010 In the class names in Takistani Locals? //BTR-40 BTR40_TK_GUE_EP1 (...) 4 //T-34 T34_TK_GUE_EP1 (...) n/a //T-55 T55_TK_GUE_EP1 (...) n/a I guess these lines with the '4' and the 'n/a' should just be omitted when putting classes in the init for ACM? Share this post Link to post Share on other sites
Jedo 10 Posted July 25, 2010 Hey did anyone notice this - with OArrowhead the AMC intensity is messed up - any number less than 1 in [1, BIS_ACM] call BIS_ACM_setIntensityFunc; spawns no enemies at all. Anyone else has this? Share this post Link to post Share on other sites
cyop 10 Posted July 25, 2010 (edited) (Besides the above ^ .) For me, or because of me, whatever, I could never get the ACM to work properly. In Arma 2, I used every available (faction and) class name to (supposedly) spawn what I wanted, and to NOT spawn what I did not want. It never frigg'n worked! In OA, the same is happening. Does this thing actually work (correctly)? SIDE QUESTION: Where is the error file for OA? TIA EDIT: (Besides the above (above Jedo's) ^ .) Edited July 25, 2010 by CyOp Share this post Link to post Share on other sites
cobra4v320 27 Posted July 26, 2010 Does anyone know how to make the "removeGroupClassesFunc" work? Below is what Im trying to use and it is not working. [bIS_ACM,[ "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_AH6JFlight", "US_AH6XFlight", "US_C130JFlight", "US_CH47FFlight", "US_MH6JFlight", "TK_SniperTeam", "TK_An2Flight" ]] call BIS_ACM_removeGroupClassesFunc; //Passing an empty types Array will completely disable the custom database and switch back to the default. [<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_removeGroupClassesFunc Share this post Link to post Share on other sites
Jedo 10 Posted July 26, 2010 Hey did anyone notice this - with OArrowhead the AMC intensity is messed up - any number less than 1 in [1, BIS_ACM] call BIS_ACM_setIntensityFunc; spawns no enemies at all. Anyone else has this? Just set intensity to 0.5 and the enemy does appear here and there, but not on 0.7 or 0.8 ...funny. Share this post Link to post Share on other sites
mikeyb118 10 Posted July 28, 2010 Does anyone know how to make the "removeGroupClassesFunc" work? Below is what Im trying to use and it is not working. [bIS_ACM,[ "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_AH6JFlight", "US_AH6XFlight", "US_C130JFlight", "US_CH47FFlight", "US_MH6JFlight", "TK_SniperTeam", "TK_An2Flight" ]] call BIS_ACM_removeGroupClassesFunc; //Passing an empty types Array will completely disable the custom database and switch back to the default. [<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_removeGroupClassesFunc This command does not work for me either. I made an ACM with BIS_TK_INS and BIS_TK_GUE. I then tried to exclude all motorised units taken from the group list. It did not work and I am drowning under a sea of technicals. http://community.bistudio.com/wiki/Ambient_Combat_Manager_-_Group_types Share this post Link to post Share on other sites
cyop 10 Posted July 28, 2010 (edited) In my rpt file. Error in expression <IS_TK_GUE", _cfgGuerilla >> "BIS_UN"]; _return> Error position: <_return> Error Undefined variable in expression: _return File ca\modules\ambient_combat\data\scripts\functions\convertGroupStringToConfig.sqf, line 59 That's nothing I did, right? Game/dev error? EDIT: The below is what I have (supposedly) spawning. Anything to do with that? [["BIS_US", "BIS_TK_GUE", "BIS_TK_CIV", "BIS_CIV_special"], BIS_ACM] call BIS_ACM_setFactionsFunc; EDIT: Is that... IS_TK_GUE" ... a 'typo' in the ... _cfgGuerilla ... file? If so, couldn't it be unpacked and fixed? Edited July 28, 2010 by CyOp Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted July 28, 2010 Try leaving out BIS_TK_CIV and BIS_CIV_special. The ACM module doesn't spawn civilian factions, only the military factions of BIS (A2 and OA). If the problem persists, please post the complete setup of your ACM module. Share this post Link to post Share on other sites
cyop 10 Posted July 28, 2010 Try leaving out BIS_TK_CIV and BIS_CIV_special. The ACM module doesn't spawn civilian factions, only the military factions of BIS (A2 and OA). If the problem persists, please post the complete setup of your ACM module. Thanks for the reply. - I thought the module would spawn civies if at least one (of each) civ was placed on the map? Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted July 28, 2010 Thanks for the reply. - I thought the module would spawn civies if at least one (of each) civ was placed on the map? Not according to the code within the module. BIS factions are hardcoded I'm afraid. For spawning civilians use the Civilian Ambient Module instead. Share this post Link to post Share on other sites
cyop 10 Posted July 28, 2010 (edited) Oh, OK, I must have missed or misunderstood that when I was researching. I have civs spawning, but I do already have the civ module in the mission. I will just take the civs out of the ACM settings. Thanks again. EDIT: OK... what are we thinking? Heh. My prob is with this: Error in expression <IS_TK_GUE", _cfgGuerilla >> "BIS_UN"]; not civs. Anyway, same error, and civs are removed from the ACM (init file). (I am trying to find typos in my init file. I have already been messing with this thing for hours.) Edited July 29, 2010 by CyOp Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted July 29, 2010 The error message basicly says that the game can't find the code you entered because a certain character is missing. Please post the complete setup of your ACM module so we can help. Share this post Link to post Share on other sites
cyop 10 Posted July 29, 2010 (edited) Talk about my butt being kicked over something supposedly simple. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 500, 900] call BIS_ACM_setSpawnDistanceFunc; [["BIS_US", "BIS_TK_GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc; [8, 1, 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", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, [ "US_Soldier_AA_EP1", "US_Soldier_AT_EP1", "US_Soldier_AAT_EP1", "US_Soldier_HAT_EP1", "US_Soldier_AHAT_EP1", "US_Soldier_AR_EP1", "US_Soldier_AAR_EP1", "US_Soldier_Crew_EP1", "US_Soldier_Engineer_EP1", "US_Soldier_GL_EP1", "US_Soldier_MG_EP1", "US_Soldier_AMG_EP1", "US_Soldier_Marksman_EP1", "US_Soldier_Medic_EP1", "US_Soldier_Officer_EP1", "US_Soldier_Pilot_EP1", "US_Pilot_Light_EP1", "US_Soldier_EP1", "US_Soldier_LAT_EP1", "US_Soldier_B_EP1", "US_Soldier_Sniper_EP1", "US_Soldier_SniperH_EP1", "US_Soldier_Sniper_NV_EP1", "US_Soldier_Light_EP1", "US_Soldier_Spotter_EP1", "US_Soldier_SL_EP1", "US_Soldier_TL_EP1", "US_Delta_Force_AR_EP1", "US_Delta_Force_MG_EP1", "US_Delta_Force_Marksman_EP1", "US_Delta_Force_Medic_EP1", "US_Delta_Force_EP1", "US_Delta_Force_Assault_EP1", "US_Delta_Force_M14_EP1", "US_Delta_Force_Night_EP1", "US_Delta_Force_SD_EP1", "US_Delta_Force_TL_EP1", "Drake", "Drake_Light", "Graves", "Graves_Light", "Herrera", "Herrera_Light", "Pierce", "Pierce_Light", "A10_US_EP1", "AH64D_EP1", "AH6J_EP1", "AH6X_EP1", "C130J_US_EP1", "ParachuteMediumWest_EP1", "ParachuteBigWest_EP1", "CH_47F_EP1", "MH6J_EP1", "MQ9PredatorB_US_EP1", "Parachute_US_EP1", "UH60M_EP1", "M1A1_US_DES_EP1", "M1A2_US_TUSK_MG_EP1", "MLRS_DES_EP1", "M2A2_EP1", "M2A3_EP1", "M6_EP1", "M1135_ATGMV_EP1", "M1130_CV_EP1", "M1126_ICV_M2_EP1", "M1126_ICV_mk19_EP1", "M1129_MC_EP1", "M1128_MGS_EP1", "ATV_US_EP1", "HMMWV_DES_EP1", "HMMWV_MK19_DES_EP1", "HMMWV_TOW_DES_EP1", "HMMWV_M998_crows_M2_DES_EP1", "HMMWV_M998_crows_MK19_DES_EP1", "HMMWV_M1151_M2_DES_EP1", "HMMWV_M998A2_SOV_DES_EP1", "HMMWV_Terminal_EP1", "HMMWV_M1035_DES_EP1", "HMMWV_Avenger_DES_EP1", "M1030_US_DES_EP1", "MTVR_DES_EP1", "Stinger_Pod_US_EP1", "M119_US_EP1", "M2StaticMG_US_EP1", "M2HD_mini_TriPod_US_EP1", "M252_US_EP1", "MK19_TriPod_US_EP1", "SearchLight_US_EP1", "TOW_TriPod_US_EP1", "HMMWV_Ambulance_DES_EP1", "MtvrReammo_DES_EP1", "MtvrRefuel_DES_EP1", "MtvrRepair_DES_EP1", "MtvrSupply_DES_EP1", "M1133_MEV_EP1", "MtvrSalvage_DES_EP1", "UH60M_MEV_EP1", "TK_GUE_Soldier_AA_EP1", "TK_GUE_Soldier_AR_EP1", "TK_GUE_Bonesetter_EP1", "TK_GUE_Soldier_EP1", "TK_GUE_Soldier_2_EP1", "TK_GUE_Soldier_HAT_EP1", "TK_GUE_Soldier_5_EP1", "TK_GUE_Soldier_4_EP1", "TK_GUE_Soldier_3_EP1", "TK_GUE_Soldier_AAT_EP1", "TK_GUE_Soldier_AT_EP1", "TK_GUE_Soldier_Sniper_EP1", "TK_GUE_Soldier_MG_EP1", "TK_GUE_Soldier_TL_EP1", "TK_GUE_Warlord_EP1", "Parachute_TK_GUE_EP1", "UH1H_TK_GUE_EP1", "BRDM2_TK_GUE_EP1", "BRDM2_HQ_TK_GUE_EP1", "BTR40_TK_GUE_EP1", "BTR40_MG_TK_GUE_EP1", "T34_TK_GUE_EP1", "T55_TK_GUE_EP1", "Offroad_DSHKM_TK_GUE_EP1", "Offroad_SPG9_TK_GUE_EP1", "Pickup_PK_TK_GUE_EP1", "Ural_ZU23_TK_GUE_EP1", "V3S_TK_GUE_EP1", "AGS_TK_GUE_EP1", "D30_TK_GUE_EP1", "DSHKM_TK_GUE_EP1", "DSHkM_Mini_TriPod_TK_GUE_EP1", "2b14_82mm_TK_GUE_EP1", "SearchLight_TK_GUE_EP1", "SPG9_TK_GUE_EP1", "ZU23_TK_GUE_EP1", "V3S_Supply_TK_GUE_EP1", "V3S_Salvage_TK_GUE_EP1", "V3S_Reammo_TK_GUE_EP1", "V3S_Refuel_TK_GUE_EP1", "V3S_Repair_TK_GUE_EP1"] ] call BIS_ACM_addGroupClassesFunc; [bIS_ACM, [ "CZ_Soldier_AMG_DES_EP1", "CZ_Soldier_MG_DES_EP1", "CZ_Soldier_Office_DES_EP1", "CZ_Soldier_Pilot_EP1", "CZ_Soldier_DES_EP1", "CZ_Soldier_AT_DES_EP1", "CZ_Soldier_B_DES_EP1", "CZ_Soldier_Sniper_EP1", "CZ_Soldier_Light_DES_EP1", "CZ_Special_Forces_GL_DES_EP1", "CZ_Special_Forces_MG_DES_EP1", "CZ_Special_Forces_DES_EP1", "CZ_Special_Forces_Scout_DES_EP1", "CZ_Special_Forces_TL_DES_EP1", "CZ_Soldier_SL_DES_EP1", "Mi171Sh_CZ_EP1", "Mi171Sh_rockets_CZ_EP1", "ATV_CZ_EP1", "HMMWV_M1151_M2_CZ_DES_EP1", "LandRover_CZ_EP1", "LandRover_Special_CZ_EP1", "HMMWV_Ambulance_CZ_DES_EP1", "GER_Soldier_MG_EP1", "GER_Soldier_Medic_EP1", "GER_Soldier_EP1", "GER_Soldier_Scout_EP1", "GER_Soldier_TL_EP1", "TK_INS_Soldier_AA_EP1", "TK_INS_Soldier_AR_EP1", "TK_INS_Bonesetter_EP1", "TK_INS_Soldier_MG_EP1", "TK_INS_Soldier_2_EP1", "TK_INS_Soldier_EP1", "TK_INS_Soldier_4_EP1", "TK_INS_Soldier_3_EP1", "TK_INS_Soldier_AAT_EP1", "TK_INS_Soldier_AT_EP1", "TK_INS_Soldier_Sniper_EP1", "TK_INS_Soldier_TL_EP1", "TK_INS_Warlord_EP1", "BTR40_TK_INS_EP1", "BTR40_MG_TK_INS_EP1", "LandRover_MG_TK_INS_EP1", "LandRover_SPG9_TK_INS_EP1", "Old_bike_TK_INS_EP1", "AGS_TK_INS_EP1", "D30_TK_INS_EP1", "DSHKM_TK_INS_EP1", "DSHkM_Mini_TriPod_TK_INS_EP1", "2b14_82mm_TK_INS_EP1", "SearchLight_TK_INS_EP1", "SPG9_TK_INS_EP1", "ZU23_TK_INS_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_AAT_EP1", "TK_Soldier_AMG_EP1", "TK_Soldier_HAT_EP1", "TK_Soldier_AR_EP1", "TK_Aziz_EP1", "TK_Commander_EP1", "TK_Soldier_Crew_EP1", "TK_Soldier_Engineer_EP1", "TK_Soldier_GL_EP1", "TK_Soldier_MG_EP1", "TK_Soldier_Medic_EP1", "TK_Soldier_Officer_EP1", "TK_Soldier_Pilot_EP1", "TK_Soldier_EP1", "TK_Soldier_B_EP1", "TK_Soldier_LAT_EP1", "TK_Soldier_AT_EP1", "TK_Soldier_Sniper_EP1", "TK_Soldier_SniperH_EP1", "TK_Soldier_Sniper_Night_EP1", "TK_Soldier_Night_1_EP1", "TK_Soldier_Night_2_EP1", "TK_Soldier_TWS_EP1", "TK_Soldier_Spotter_EP1", "TK_Soldier_SL_EP1", "TK_Special_Forces_MG_EP1", "TK_Special_Forces_EP1", "TK_Special_Forces_TL_EP1", "An2_TK_EP1", "ParachuteMediumEast_EP1", "ParachuteBigEast_EP1", "L39_TK_EP1", "Mi24_D_TK_EP1", "Mi17_TK_EP1", "Parachute_TK_EP1", "Su25_TK_EP1", "UH1H_TK_EP1", "BMP2_TK_EP1", "BMP2_HQ_TK_EP1", "BRDM2_TK_EP1", "BRDM2_ATGM_TK_EP1", "BTR60_TK_EP1", "M113_TK_EP1", "T34_TK_EP1", "T55_TK_EP1", "T72_TK_EP1", "ZSU_TK_EP1", "MAZ_543_SCUD_TK_EP1", "GRAD_TK_EP1", "LandRover_MG_TK_EP1", "LandRover_SPG9_TK_EP1", "TT650_TK_EP1", "SUV_TK_EP1", "UAZ_Unarmed_TK_EP1", "UAZ_AGS30_TK_EP1", "UAZ_MG_TK_EP1", "Ural_ZU23_TK_EP1", "V3S_TK_EP1", "V3S_Open_TK_EP1", "Igla_AA_pod_TK_EP1", "AGS_TK_EP1", "D30_TK_EP1", "KORD_high_TK_EP1", "KORD_TK_EP1", "Metis_TK_EP1", "2b14_82mm_TK_EP1", "SearchLight_TK_EP1", "ZU23_TK_EP1", "M113Ambul_TK_EP1", "UralSupply_TK_EP1", "UralSalvage_TK_EP1", "UralReammo_TK_EP1", "UralRefuel_TK_EP1", "UralRepair_TK_EP1", "UN_CDF_Soldier_AAT_EP1", "UN_CDF_Soldier_AMG_EP1", "UN_CDF_Soldier_Crew_EP1", "UN_CDF_Soldier_Guard_EP1", "UN_CDF_Soldier_MG_EP1", "UN_CDF_Soldier_Officer_EP1", "UN_CDF_Soldier_Pilot_EP1", "UN_CDF_Soldier_EP1", "UN_CDF_Soldier_B_EP1", "UN_CDF_Soldier_AT_EP1", "UN_CDF_Soldier_Light_EP1", "UN_CDF_Soldier_SL_EP1", "Mi17_UN_CDF_EP1", "BMP2_UN_EP1", "M113_UN_EP1", "SUV_UN_EP1", "UAZ_Unarmed_UN_EP1", "Ural_UN_EP1", "AGS_UN_EP1", "KORD_high_UN_EP1", "KORD_UN_EP1", "SearchLight_UN_EP1", "M113Ambul_UN_EP1"]] call BIS_ACM_removeGroupClassesFunc; mortar1 = false; mortar2 = false; start1 = 1; start2 = 1; This, after redoing it I don't know how many times. I still need to take out USS stuff to put in the no spawn area, but, anyway, there it is. (rpt next post) EDIT: (well, spoiler) (I cut a ton off of the same error) ===================================================================== == E:\ArmA 2\arma2oa.exe == "E:\ArmA 2\arma2oa.exe" -nosplash ===================================================================== Exe timestamp: 2010/07/10 22:06:10 Current time: 2010/07/28 21:22:35 Item str_disp_server_control listed twice Updating base class ->RscText, by ca\ui\config.bin/RscSplashText/ Added texture headers from file "ca\air_e\texheaders.bin" Added texture headers from file "ca\animals_e\texheaders.bin" Added texture headers from file "ca\ca_e\texheaders.bin" Added texture headers from file "ca\characters_e\texheaders.bin" Added texture headers from file "ca\desert_e\texheaders.bin" Added texture headers from file "ca\l39\texheaders.bin" Added texture headers from file "ca\misc_e\texheaders.bin" Added texture headers from file "ca\missions_e\texheaders.bin" Added texture headers from file "ca\modules_e\texheaders.bin" Added texture headers from file "ca\plants_e\texheaders.bin" Added texture headers from file "ca\roads_e\texheaders.bin" Added texture headers from file "ca\rocks_e\texheaders.bin" Added texture headers from file "ca\signs_e\texheaders.bin" Added texture headers from file "ca\structures_e\texheaders.bin" Added texture headers from file "ca\takistan\data\texheaders.bin" Added texture headers from file "ca\takistan\data\layers\texheaders.bin" Added texture headers from file "ca\tracked_e\texheaders.bin" Added texture headers from file "ca\weapons_e\texheaders.bin" Added texture headers from file "ca\wheeled_e\texheaders.bin" Added texture headers from file "ca\zargabad\texheaders.bin" Checking texture headers done - ok = 5591, failed = 0, patched = 0. Exe version: 1.52.71816 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 Error in expression <IS_TK_GUE", _cfgGuerilla >> "BIS_UN"]; _return> Error position: <_return> Error Undefined variable in expression: _return File ca\modules\ambient_combat\data\scripts\functions\convertGroupStringToConfig.sqf, line 59 Edited July 29, 2010 by CyOp Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted July 29, 2010 Sorry, but I can't spot the error :( It's but using my own code I can hardly spawn any enemies with the ACM module ... even using every OA faction and intensity 1 I got only a few troops. All I can say is ... try to leave the removeGroupClassesFunc part and see if it works. Basicly rip every setting apart until you find the error. Share this post Link to post Share on other sites