cyop 10 Posted June 4, 2011 OK, I see this part... //Create and Syncronize and Initialize ACM but, I do not see this part... ReInit BIS_ACM1 Where are you recreating an ACM synced to a player? - When you say that you call the ACM with a script, do you mean you have the ACM settings in the init.sqf? Because just trying to reinitialize the init.sqf will not work. BTW, 'I' never download people's (test) missions anymore because they always require mods that I do not want to mess with just to test. (I do not know if yours would make me do that, though. Just saying.) Share this post Link to post Share on other sites
grub 10 Posted June 12, 2011 Hi all, I just have a quick question, I am using the ACM for, well some ambient combat. So looking here I can see what i need to do. So I have done all that with the intention of only having Taki units spawning. From what I have read this init should be doing the trick, sleep 0.5; }; waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; waitUntil {BIS_ACM1 getVariable "initDone" }; [] spawn { waitUntil {!(isnil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 700] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_INS"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_INS_Group", "TK_INS_Patrol", "TK_INS_MotorizedGroup"]] call BIS_ACM_addGroupClassesFunc; }; but I often see USMC units in a UN M113 and Taki APC's/BMP's getting about. I have tried "TK_INS_Technicals" as well as "TK_INS_MotorizedGroup" but I can never get a consistent Taki only spawn. I really only want troops, and only technical's if possible. Anyone see what I'm doing wrong? Cheers, Grub Share this post Link to post Share on other sites
cyop 10 Posted June 12, 2011 (edited) Well, then, instead of adding what you want, try taking out everything you do not want... BIS_ACM_removeGroupClassesFunc For instance: waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; waitUntil {BIS_ACM1 getVariable "initDone"}; sleep 0.5; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 700] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_INS"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [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", "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", "TAKE OUT MORE STUFF", "TAKE OUT MORE STUFF", "TAKE OUT MORE STUFF", "TAKE OUT MORE STUFF", "TAKE OUT MORE STUFF", "TAKE OUT MORE STUFF", "etc", "etc" ]] call BIS_ACM_removeGroupClassesFunc; }; Notice there is no COMMA after the second, "etc" . Whatever your last line entry is, leave off the COMMA. (Yeah, it is a pain, but it has always worked for me.) EDIT: Class names. EDIT: BTW, you only want BIS_TK_INS to spawn? Who is their opposing force? Edited June 12, 2011 by CyOp Share this post Link to post Share on other sites
grub 10 Posted June 12, 2011 (edited) So, BIS_ACM_addGroupClassesFunc; doesn't work? It implies otherwise on the biki(see factions). :confused: I figured that these class names would suffice. Hmm, seems a lot of effort to remove the things you don't want to use? And how can one be completely sure what the module will spawn? Edited June 12, 2011 by Grub Share this post Link to post Share on other sites
cyop 10 Posted June 12, 2011 (edited) Sure, use BIS_ACM_addGroupClassesFunc. If something is spawning anyway, that you do not want, then use BIS_ACM_removeGroupClassesFunc to keep it from spawning. For me, the BIS_ACM_removeGroupClassesFunc gives me complete control of what I do not want. For instance, when I have mostly infantry units, I really do not want a US AT (Dragon) decimating a Technical from a distance that never even allows the other foot soldiers to engage. (I may only allow a MAAWS, which is more than enough.) Also, once you make a 'base' file with all the units, it is simply a matter of copy and paste (and delete/take out) to get exactly what you want (or visa versa). After all, you did say things were spawning that you do not want. ;) EDIT: Your setttings could look like this: waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; waitUntil {BIS_ACM1 getVariable "initDone"}; sleep 0.5; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 700] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_INS"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, [[color="Red"]"WHO opposes the INS?",[/color] "TK_INS_Group", "TK_INS_Patrol", "TK_INS_MotorizedGroup"]] call BIS_ACM_addGroupClassesFunc; [bIS_ACM, [ "M113_UN_EP1", "BTR40_TK_INS_EP1", "BTR40_MG_TK_INS_EP1" ] ] call BIS_ACM_removeGroupClassesFunc; You still have not mentioned the opposing force (other than the insurgents). Who is suppose to spawn to fight each other? Maybe that is the reason you are having spawns you do not want. You only have INS in the BIS_ACM_addGroupClassesFunc. I don't know. I have never tried settings with just 'one side'. Edited June 12, 2011 by CyOp Share this post Link to post Share on other sites
grub 10 Posted June 12, 2011 After all, you did say things were spawning that you do not want. ;) Touche' fine sir. That I did. Had a moment, thought you meant litterally everything I didn't want till it only spawned what I did. This makes much more sense. ;) You still have not mentioned the opposing force (other than the insurgents). Who is suppose to spawn to fight each other? Maybe that is the reason you are having spawns you do not want. You only have INS in the BIS_ACM_addGroupClassesFunc. I don't know. I have never tried settings with just 'one side'. Yeah ok. I figured I could just spawn random patrols of insurgents and let the already placed BLUFOR AI nail them if they came too close to the base. Thanks heaps for your time helping me through my moment :p Hey, while I've got you. Have you ever messed arouns with the "Blacklisting Areas" By markersYou may place markers with a special naming pattern BIS_ACM_X (where X has to start at 1 and may not skip any numbers). The areas defined by these markers are automatically blacklisted and the markers deleted. So if made a square using markers numbered 1 -4 that would blacklist that area? Just don't want these dudes spawning in meh crib. Thanks again. Share this post Link to post Share on other sites
cyop 10 Posted June 14, 2011 Blacklist... BIS_ACM_1... a marker of any shape and size. As stated, to add markers, continue naming them in sequence... BIS_ACM_2... BIS_ACM_3... etc. NOTE: However, if using the SOM, units will (may) spawn inside any and all markers. The BIS_ACM_X marker/s will only keep ACM spawns from occuring inside the marker/s. (Sorry for the delayed response. I do not come here much.) Share this post Link to post Share on other sites
helling3r 10 Posted June 15, 2011 (edited) Hi, according to the following website: http://sandbox.darrenbrant.com/arma_ii/stoping-the-acm-module-from-spawning-in-an-area The marker BIS_ACM_1 defines the top left corner, where BIS_ACM_2 defines the lower right corner. The area defined by a marker is ignored. At least this is what i can reproduce here. I think, the Biki is not that clear here and should be enhanced. EDIT: The website cited above is wrong, see posts below this one. ---------- Post added at 11:06 ---------- Previous post was at 10:43 ---------- Hi, i registered on the biki and added some examples to the ACM functions. http://community.bistudio.com/wiki/Ambient_Combat_Manager_-_Functions#By_function It would be cool if someone could confirm the examples. Edited June 16, 2011 by helling3r Share this post Link to post Share on other sites
cyop 10 Posted June 15, 2011 (edited) helling3r, At the first link you refer to, it is merely an example. Again... Blacklist... BIS_ACM_1... a marker of any shape and size. As stated, to add markers, continue naming them in sequence... BIS_ACM_2... BIS_ACM_3... etc. About the example... a for instance... 2 airfields, 2 factions which oppose each other... if you do not (of course you don't) want ACM spawns in the airfields, put one marker named BIS_ACM_1 on one airfield, designed as you want, and place another marker named BIS_ACM_2 on the other airfield. Does not matter which marker you put on which airfield. EDIT: BTW, that tutorial seems to be incorrect. In the marker pic, the 'settings' of the marker/s is 1,1,0. There only needs to be one marker with an area that encompasses the airfield. It appears that person is thinking the area between the markers will prevent the spawns, which is not correct. EDIT: IMO, you should be more careful when editing the wiki. Edited June 15, 2011 by CyOp Share this post Link to post Share on other sites
helling3r 10 Posted June 16, 2011 Hello, thank you for your feedback. Regarding the marker blacklisting: i did test that with only one marker, having covered a round area of 1,5km radius. That spawned enemys inside that area. Having put a second marker to form an rectangle like the website explains, worked for me. What exactly is not that good when i edited the wiki? The ammount of changes? I thougt it to be good so each change is reversible. Share this post Link to post Share on other sites
cyop 10 Posted June 16, 2011 Well, I do not know what you did, right or wrong. However, just using markers, as you describe, will not get the desired results. If an area is blacklisted with markers and a script, that's something different, altogether. What I meant about the wiki, is, IMO, a person should not put something in the wiki unless they know for sure it is factual. Do not put something in and then ask/expect others to confirm or test it. Share this post Link to post Share on other sites
helling3r 10 Posted June 16, 2011 Thanks for your hint regarding the wiki, i'm sorry for that. I thought, some code examples are better than just abstracts, so i added them with the notice that they need confirmation. This would get newcommers at least a chance to experiment with it. However, you are right, i removed everything thats not working. I have taken this evening to create a little test mission to play around with the ACM. Blacklisting areas with markers works like suggested in the wiki, its the area of the marker itself which is added to the blacklist. The website i cited above is wrong in this respect (posts above already edited). What works when scripting is: // Example 1: Adding a marker area to ACM called "BIS_ACM" with name "marker_1": [bIS_ACM, ["marker_1"]] call BIS_ACM_blacklistAreaFunc; // Example 2: Adding two marker areas to ACM called "BIS_ACM" with names "marker_1" and "marker_2": [bIS_ACM, ["marker_1", "marker_2"]] call BIS_ACM_blacklistAreaFunc; Share this post Link to post Share on other sites
cyop 10 Posted June 16, 2011 I took a few minutes this morning to make a mission for you that did not work. I see that I do not have to send it to you. :p BTW, if you try and make scripts using the BIS_ACM_blacklistAreaFunc, add the Functions Module to the mission to make sure it will work. Share this post Link to post Share on other sites
helling3r 10 Posted June 16, 2011 Thanks for the tip, functions module was of course there :) Share this post Link to post Share on other sites
Lanzfeld 10 Posted August 4, 2011 This is throwing me off: //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. What is the difference between putting a 0 and putting a -1? Isn't "no chance of appearing" the same as "removing completely"? Why two ways to do the same thing? Share this post Link to post Share on other sites
Lanzfeld 10 Posted August 4, 2011 Also...another question. In the Biki it has also inserted this line into the init.sqf: [] spawn { waitUntil {!(isnil "BIS_fnc_init")}; None of the examples in this 44 page thread has this in it. Is this line required and what does it do? Very confussing for a noob like me trying to learn scripting. Share this post Link to post Share on other sites
Hexerie 10 Posted September 15, 2011 (edited) Not sure if this has been said already or not. In the mission folder open the init and put the ACM toward the bottom. //ACM Settings ACM1 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 400, 400] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad", "TK_T72Platoon"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM2 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; [bIS_ACM2, ["US_RifleSquad", "US_DeltaPatrolATV", "US_DeltaPatrolHMMWV", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM3 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM3] call BIS_ACM_setIntensityFunc; [bIS_ACM3, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM3] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM3] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM3] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM3] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM3] call BIS_ACM_setTypeChanceFunc; [bIS_ACM3, ["US_RifleSquad", "US_DeltaPatrolATV", "US_MotorizedSection", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM4 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM4] call BIS_ACM_setIntensityFunc; [bIS_ACM4, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM4] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM4] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM4] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM4] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM4] call BIS_ACM_setTypeChanceFunc; [bIS_ACM4, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad", "TK_T55Platoon"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM5 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM5] call BIS_ACM_setIntensityFunc; [bIS_ACM5, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM5] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM5] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM5] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM5] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM5] call BIS_ACM_setTypeChanceFunc; [bIS_ACM5, ["TK_InfantrySquad", "TK_infantrySection", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad", "TK_InfantrySectionMG"]] call BIS_ACM_addGroupClassesFunc; }; The above code is what I'm using in my test missions. For more info see Ambient_Combat_Manager Guide Hope this helps. Edited September 15, 2011 by Hexerie Share this post Link to post Share on other sites
runforrest 10 Posted January 4, 2013 (edited) Mygod im frustrated, ok here we go. The example in the wiki is not very good! It doesnt work! BIS_TK_INS seems not to be a valid entry for factions! And if it would be, insurgents are by default friendly to all other factions, so there would be no fight at all when u would use the example. The documentation about this is HORRIBLE. It also says before ut this near the bottom of your init, have a sleep command before this What does this mean? why is that not included in the example? Is there any info if this works only for selfhosted games or also for dedicated servers? What happens when the unit that the acm is synced to, is a squadleader and the squadleader dies? Is the acm passed over to the new squadleader? Does this work with different spawn types (group,base etc...) If it is passed over what happens when the group is dead? Is the acm deleted? I guess it is. We can also just sync ONE ACM module to a group. If i want only enemys of one faction to be spawned PLUS a few friendly airpatrols from time to time, i cant do that with the ACM right? Edited January 4, 2013 by RunForrest Share this post Link to post Share on other sites
runforrest 10 Posted January 4, 2013 Szenario: 2 US Squads in Clafghan starting from FOB with HMWEES for patrol Mods uses: ACE2, TF86Seals,Clafghan Download mission from here:http://213.239.196.115/tobpublic/forrest/Missions/co10@A_JustaNormalDay_v01.clafghan.pbo The ACM Moduels are synced to the teamleaders, human players take slots of the teamleaders AI is active, grouprespawn ACE Wounds is enabled im using this in my init: //ACM Settings ACM1 PLACE AT END OF INIT! waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 300, 800] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.6, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.4, 0.9, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM2 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [0.1, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 500, 1000] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.6, 0.9, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 0, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; [bIS_ACM2, ["US_RifleSquad", "US_DeltaPatrolATV", "US_DeltaPatrolHMMWV", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; result in the mission: EVERYTHING is spawned, we even encountered NAPA troops, lots of enemy air activity from the configured init i expect that there is only TK groundpatrols and sometimes a friendly airpatrol Can anyone tell me what im doing wrong? Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 4, 2013 Looking at your init i would say that you didnt properly change the name of your ACM module (as you put it in the mission editor) in the waituntil conditions, it is BIS_ACM in both conditions while you use BIS_ACM1 and BIS_ACM2 later on. Share this post Link to post Share on other sites
runforrest 10 Posted January 4, 2013 Thanks for ur reply Hexerie above has the same in the init. The modules in my mission are named BIS_ACM1 and BIS_ACM2 u mean it should be like that? //ACM Settings ACM1 PLACE AT END OF INIT! waitUntil {!isNil {[color="#0000CD"]BIS_ACM1[/color] getVariable "initDone"}}; waitUntil {[color="#0000CD"]BIS_ACM1[/color] getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 300, 800] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.6, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.4, 0.9, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM2 waitUntil {!isNil {[color="#000080"]BIS_ACM2[/color] getVariable "initDone"}}; waitUntil {[color="#000080"]BIS_ACM2[/color] getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [0.1, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 500, 1000] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.6, 0.9, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 0, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; [bIS_ACM2, ["US_RifleSquad", "US_DeltaPatrolATV", "US_DeltaPatrolHMMWV", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; than the example at the wiki again is totally wrong Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 4, 2013 (edited) The wiki is mostly managed by volunteers, go easy on them. But yeah the wiki is wrong(Though it is explained properly in the paragraph above the example). Your fixed example looks like it should work. EDIT: It would run if you also had an ACM called 'BIS_ACM', but then the conditions would be useless. :p Something ive been using for a while, somewhat simpler: (In this version some lines are useless, but ignore that) 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, 400, 800] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["USMC", "INS", "CDF", "RU", "GUE"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.25, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.5, 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", -1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, [ "USMC_InfSquad", "USMC_SniperTeam", "USMC_FRTeam", "RU_SniperTeam","RUS_ReconTeam","MVD_AssaultTeam","INS_InfSquad","INS_InfSquad_Weapons","INS_SniperTeam","INS_MilitiaSquad","INS_MotInfSquad","INS_MotInfSection", "GUE_InfSquad","GUE_InfSquad_Assault","GUE_GrpInf_TeamSniper","GUE_MilitiaSquad","GUE_MotInfSection","GUE_MotInfSquad"]] call BIS_ACM_addGroupClassesFunc; EDIT2: AFAIK the wiki also doesnt mention that the frequency/intensity goes up to 1.5 or 2 IIRC. Edited January 4, 2013 by NeMeSiS Share this post Link to post Share on other sites
runforrest 10 Posted January 4, 2013 jea but the wiki should be moderated by someone official to prevent confusion and wrong infos, in the end its BIS fault, the documentation should be there already *sigh* ill check ur solution and report back, might take a while. Thanks again :) Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 4, 2013 jea but the wiki should be moderated by someone official to prevent confusion and wrong infos, in the end its BIS fault, the documentation should be there already *sigh* After checking this page they did provide all of the documentatiion, however none of the examples. ;) As it is a wiki i guess it should be up to us to fix it... :p Share this post Link to post Share on other sites
runforrest 10 Posted January 5, 2013 the fixed example works and the acm works on a dedicated server, to bad it cant be synced to something else than a player the wiki is a miracle to me, i need examples to understand stuff, without examples it might as well be written in chinese - same result for me :rolleyes: Share this post Link to post Share on other sites