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Anyone know why two ACM's cannot both have a custom class database? Using one ACM it works fine, just spawning Taki militia. Put a second in with all the appropriate init.sql setup (including all renamed properly to BIS_ACM2) the second ACM continues spawning whatever the hell it wants :(

On me peeps!

Bumpage for attention!

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Thanks, but it don't seem to work.

I made an ACM module, named it ACM1 syncronized it to myself, saved the mission. Made an init.sqf in the mission folder, pasted the code you posted.

Went in game, ran around for about 10 minutes and i saw nothing, i know ACM like to take it's time to actually work but after about 20 minutes i gave up.

Try this: (ACM is named... BIS_ACM .)

waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
waitUntil {BIS_ACM getVariable "initDone"};

[color="Red"]sleep 10;[/color]

[1.0, BIS_ACM] call BIS_ACM_setIntensityFunc;

[bIS_ACM, 500, 900] call BIS_ACM_setSpawnDistanceFunc;

// OA factions: "BIS_US", "BIS_CZ", "BIS_GER", "BIS_TK", "BIS_TK_INS", "BIS_TK_GUE", "BIS_UN", "BIS_TK_CIV", "BIS_CIV_special"
[["BIS_TK", "BIS_TK_GUE", "BIS_TK_INS", "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc;

[0.2, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc;

[0.8, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc;

["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

And, you do not need to make your group have a name (unless you have to for some other scripting reason).

I put the lowest skill at 0.2. C'mon, you don't want complete imbeciles running around, do, you? ;) Also, go into your... ....ArmA2Profile and set to 1:

precisionFriendly=1.0;

precisionEnemy=1.0;

That will liven things up a little bit, in terms of AI 'enhancement'.

About the 0.7, 0.8 setting. That is referring to the BIS_ACM_setIntensityFunc. Some have said, that with those two settings, the ACM Module will not work. I have not had that prob, but if you try one of those settings, and no worky, just use 0.5 or 1.0.

If you want the most control over what spawns you can do something like the below with both the BIS_ACM_addGroupClassesFunc and the BIS_ACM_removeGroupClassesFunc.

[bIS_ACM, [

//Men - US
//
"US_Soldier_HAT_EP1",			// AT Specialist (Javelin)
"US_Soldier_AHAT_EP1",			// Asst. AT Specialist (Javelin)
"US_Soldier_Engineer_EP1",		// Engineer
"US_Soldier_Officer_EP1",		// Officer
"US_Pilot_Light_EP1",			// Pilot (Light)
"US_Soldier_Light_EP1",			// Soldier (Light)

//Men (Delta Force)
//
"US_Delta_Force_AR_EP1",		// Automatic Rifleman
"US_Delta_Force_MG_EP1",		// Machinegunner
"US_Delta_Force_Marksman_EP1",		// Marksman
"US_Delta_Force_Medic_EP1",		// Medic
"US_Delta_Force_EP1",			// Operator
"US_Delta_Force_Assault_EP1",		// Operator (Assault)
"US_Delta_Force_M14_EP1",		// Operator (M14)
"US_Delta_Force_Night_EP1",		// Operator (Night Assault)
"US_Delta_Force_SD_EP1",		// Operator (Silenced)
"US_Delta_Force_TL_EP1"			// Team Leader

]] call BIS_ACM_removeGroupClassesFunc;

EDIT: Added BIS_TK to the factions to spawn.

Edited by CyOp

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On me peeps!

Bumpage for attention!

Not sure what your trying to accomplish. Why would you want 2 ACMs? Multiplayer ?

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Syncing to ACM seems to cause Independent faction to be considered Hostile to Russia and vice versa no matter what the settings in Intel or Attempts to script it otherwise. Anyone else had this issue or is this a new one with the new patch? Messed around with the ACM before hand and don't remember ever having this issue (was it there before and i just dont remember?). I've tried everything I can think of to resolve this issue. If i unsync Player from the ACM and start mission it works fine though.

Edit** Workaround is simply apply faction relations AFTER ACM is initialized..

If you put a Russian troop, and an Independent, then in Intel set Independent friendly to OpForce, well, they are friends.

Also, there can be multiple ACM modules in a mission, and there could be many reasons for wanting them. Just note that only 1 ACM per group will work for a group. Add 2 to the same group, and the second will just be ignored.

EDIT: The former statement is true whether linked to ACM, or not.

Edited by CyOp

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If you put a Russian troop, and an Independent, then in Intel set Independent friendly to OpForce, well, they are friends.

EDIT: The former statement is true whether linked to ACM, or not.

False.. the ACM module overwrites intel faction relations on initilization. Like i stated the work around is to apply faction relations after ACM is initialized. If u wanna test it yourself go ahead.. simply place yourself as independent.. link an acm and put a russian troop nearby. Set intel to freindly to all or freindly to op-for. The russian troop wont always fire on you (during testing i found that , units which can see you on startup tend to not fire. However units that are spawned by the ACM and/or see you after ACM initilization will)As in the other thread its a questionably implemented code. Unlike that issue it has a simple workaround which I shared.

http://dev-heaven.net/issues/13405

Edited by Servoinvicem

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Not sure what your trying to accomplish. Why would you want 2 ACMs? Multiplayer ?

Exactly!

Not to mention I'd like to intensify the amount of patrolling units.

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Exactly!

Not to mention I'd like to intensify the amount of patrolling units.

I can get the factions i want from each one. However once i add in custom groups to the second one it goes back to default everything. Guessing something in the hardcode of the ACM ill play around with it see if i cant come up with some silly workaround.

Edited by Servoinvicem

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Cheers in advance for that one. Really appreciated.

Simply place both of your custom class initilizations at the bottom of your init.sqf with a small sleep before them. You could probably take it lower but I know 10 works for me.

Below is the code i used for testing and a major tank war ensued.

sleep 10;
[bIS_ACM1, ["RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;
[bIS_ACM, ["USMC_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;

For whatever Reason when using multiple ACMs with Custom class lists they must initialize after the rest of the ACM parameters. Should work with more than 2 but what do i know.

Edited by Servoinvicem

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Awesome, thanks for the effort there. I'll let you know how it pans out when I get back to the home computer!

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False.. the ACM module overwrites intel faction relations on initilization. Like i stated the work around is to apply faction relations after ACM is initialized. If u wanna test it yourself go ahead.. simply place yourself as independent.. link an acm and put a russian troop nearby. Set intel to freindly to all or freindly to op-for. The russian troop wont always fire on you (during testing i found that , units which can see you on startup tend to not fire. However units that are spawned by the ACM and/or see you after ACM initilization will)As in the other thread its a questionably implemented code. Unlike that issue it has a simple workaround which I shared.

http://dev-heaven.net/issues/13405

OK, let me ask a question, and then be a little more clear. (And, yes, I did test, or I would not have posted what I wrote.)

You want RU and Resistance to be friends, yes?

And, I always use a custom init. That is how I got them to not attack each other. Do you need that?

EDIT: BTW, about this:

sleep 10;
[bIS_ACM1, ["RU_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;
[bIS_ACM, ["USMC_TankPlatoon"]] call BIS_ACM_addGroupClassesFunc;

(For whomever, FYI) 'you' only need ONE ACM to accomplish that. But, yes, for someone that wants multiple AMC, that is good. I never use more than 1, but I am going to do some testing with multiples. Also, yes, sleep 5 should be enough time.

Edited by CyOp

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OK, let me ask a question, and then be a little more clear. (And, yes, I did test, or I would not have posted what I wrote.)

You want RU and Resistance to be friends, yes?

And, I always use a custom init. That is how I got them to not attack each other. Do you need that?

I have one thanks. It was simply meant for those who drop the acm and sync it and may find that issue. Now if they search for it a solution might come up. Which yes.. is to set relations in your init after the acm initializes.

(For whomever, FYI) 'you' only need ONE ACM to accomplish that. But, yes, for someone that wants multiple AMC, that is good. I never use more than 1, but I am going to do some testing with multiples. Also, yes, sleep 5 should be enough time.

Ya one doesnt need more than 1 ACM to spawn just 2 factions tank units however my intent was simply to get Both acms to accept custom class lists.. when placing your custom class lists at the end of each acms params such as

acm1 optional param

acm1 custom class list

acm2 optional param

acm2 custom classlist

Then the second ACM will revert to default settings spawning w.e it wants rather than your custom class list. My intent was simply to find and share a way to get multiple ACMs to accept custom class lists and the easy way for me to see it was working was to have each acm spawning a single class group different from the other.

Edited by Servoinvicem

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is there a way to make units not spawn in a certain area

Edit: never mind

Edited by zeroxox2

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Do you HAVE to sync this module up to a group in order for it to work? What happens if you don't versus do?

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;1742012']Do you HAVE to sync this module up to a group in order for it to work? What happens if you don't versus do?

Yes. Simply put whatever unit you sync it to is the center of the area for units to spawn. Not syncing it to any unit means it wont spawn anything because it has no "center".

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is there a way to make units not spawn in a certain area

Edit: never mind

I guess you found BIS_ACM_0, etc.

Yes. Simply put whatever unit you sync it to is the center of the area for units to spawn. Not syncing it to any unit means it wont spawn anything because it has no "center".

If you are referring to createCenter, that's not what it means. To save the trouble of the mission builder to createCenter, all he has to do is place a unit of the faction/side he is going to spawn, somewhere on the map. Anyway, creating center just means that the builder is 'establishing' an 'HQ' for that side/faction to use. It's prob explained better in the Wiki.

Also, when you sync a unit/group to an ACM module, it does not matter where the sync, those two 'items', are located (within the valid grid of the map). That is the purpose of the BIS_ACM_setSpawnDistanceFunc. For instance if you have,

[bIS_ACM, 500, 900] call BIS_ACM_setSpawnDistanceFunc;

whether the synced unit/group is in the north, or the south, or wherever on the map, it will spawn at those distances, 500 to 900, from the synced unit/group. Now, of course, if a person has a stationary base, and the builder wants units to spawn around it, the synced unit would not be placed 3 klicks away. :)

And yes, about custom classes, that is the best way to get control of what should spawn, or not. I mentioned it on the last page, and a few other times here and there, as have others. For some reason it seems many miss that option (when reading/searching the forum). However, there are some class cfg errors that raise there ugly head on occasion, in regards to spawning or not spawning a certain class.

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I guess you found BIS_ACM_0, etc.

If you are referring to createCenter, that's not what it means. To save the trouble of the mission builder to createCenter, all he has to do is place a unit of the faction/side he is going to spawn, somewhere on the map. Anyway, creating center just means that the builder is 'establishing' an 'HQ' for that side/faction to use. It's prob explained better in the Wiki.

No i was simply referring to the fact that the ACM spawns units around the unit its synced to.. meaning the center of the spawn area is the synced unit.

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The ACM works fantasically but why in the world would Bi-planes exist? LOL the enemy spawns bi-planes, as if the red baron himself is coming back for more.

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I am a bit confused.

I see lots of variations on how to init the ACM

But i still have some questions

Sitrep:

I created 3 units and grouped them. 1 unit is groupleader. I can see that when playing the multiplayer.

I created an ACM and synced it to that groupleader.

In my init.sqf i placed a init script found in this thread. With the waitUntil line

I want the ACM to continue to spawn units after respawn of the groupleader

I also found the way to re-init the ACM with a script also found in this thread.

Q's:

- Do i need to sync a garbage collector to the ACM?

- Does the groupleader have to be 'player' instead of 'playable'?

- When the groupleader dies, is the ACM disabled or destoyed as in removed from memory? So can the re-init script create an ACM with the same name as i initially did in the editor?

- Is there a way to be sure that the ACM is running? even when it does not actively spawn units at that moment? Something like messages in debug mode. Maybe an _isAlive check and then chatted to the player ingame.

Hope someone can can clear it up for me

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Sorry if this was posted earlier, but there was a lot to look through..:o

What is the faction for the BAF units?

I guess its "BIS_BAF" is that right?

[EDIT] i found out that BIS_BAF is correct, but when i pass that faction to the module no british troops turn up.

In fact, ALL the other OA west troops show up (US, CZ, German, etc) but no British ones.

Possibly no BAF troops have been set up in ACM?

If not how could this be done, or would it need to be sorted in a patch??

Edited by stegman

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Q's:

- Do i need to sync a garbage collector to the ACM?

- Does the groupleader have to be 'player' instead of 'playable'?

- When the groupleader dies, is the ACM disabled or destoyed as in removed from memory? So can the re-init script create an ACM with the same name as i initially did in the editor?

- Is there a way to be sure that the ACM is running? even when it does not actively spawn units at that moment? Something like messages in debug mode. Maybe an _isAlive check and then chatted to the player ingame.

Hope someone can can clear it up for me

Im no expert on ACm yet, but i think you need to sync the ACM module to the 'player', so if your you have a multiplayer mission all playable units need to be linked to it.

waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
waitUntil {BIS_ACM getVariable "initDone"};

hint "started"

(BIS_ACM is the name of the module)

I'm not sure if you can check if its still running though.

Hope this helps a little. :)

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Sorry if this was posted earlier, but there was a lot to look through..:o

What is the faction for the BAF units?

I guess its "BIS_BAF" is that right?

[EDIT] i found out that BIS_BAF is correct, but when i pass that faction to the module no british troops turn up.

In fact, ALL the other OA west troops show up (US, CZ, German, etc) but no British ones.

Possibly no BAF troops have been set up in ACM?

If not how could this be done, or would it need to be sorted in a patch??

Hi,

I depbo the module, then I observe that Factions are coded inside several sqf. For example they are listed and ordinated in air and ground -patrol.sqf, and other...

It seems that is not possible to spawn other factions than the original one, unless creating another ACM addon, or wait that Bis implement BAF into the actual ACM.

You could also try to implement your faction, but it requires scripting skills that I don't have.

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Hi,

I depbo the module, then I observe that Factions are coded inside several sqf. For example they are listed and ordinated in air and ground -patrol.sqf, and other...

It seems that is not possible to spawn other factions than the original one, unless creating another ACM addon, or wait that Bis implement BAF into the actual ACM.

You could also try to implement your faction, but it requires scripting skills that I don't have.

Try as i might i cant open the PBOs. cpbo wont work for me in windows 7 I get the options, but it wont work.

Guess we'll have to wait for an update.

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Try with pboview : http://www.armaholic.com/page.php?id=1434

Works for all except BAF, as far as i know.

I have 7 64, and actually had pb with cpbo

cheers mate, I just tried that tool.

i can now unpack user made missions, but cant open BIS stuff. says;

"seems this snt ARMA file.

odd.

All i want is the layout of the British base to copyfor one of my missions.

i like how alive it feels..

oh well, time to get creative.

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