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spartanx

COIN,SECop,ACM Setings

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Here are some scripts i have found in the forums that allow easy to con fig set ups for modules. This one is for coin Aka construction interface just put this in the init.sqf .Than name your coin module mycoin and synchronize with player F7 in game

myMoney = 1000;

MyCoin setvariable ["BIS_COIN_name","Base"];

MyCoin setvariable ["BIS_COIN_rules",[player]];

MyCoin setvariable ["BIS_COIN_areasize",[50,20]];

MyCoin setvariable ["BIS_COIN_categories",["Base", "Defence"]];

MyCoin setvariable ["BIS_COIN_items",

[

//--- Class, Category, Cost or [fundsID,Cost], (display name)

["USMC_WarfareBBarracks","Base",200,"Barracks"],

["BTR90_HQ_unfolded","Base",100],

["USMC_WarfareBLightFactory","Base",400],

["USMC_WarfareBHeavyFactory","Base",600]

]

];

myCoin setvariable ["BIS_COIN_funds",["myMoney"]];

myCoin setvariable ["BIS_COIN_fundsDescription",["$"]];

MyCoin setvariable ["BIS_COIN_onPurchase",{sleep 2}];

if u want to add objects to build i suggest downloading

this = http://www.armaholic.com/page.php?id=5895

Next is some customizable setting for the SOM aka SecOps Manger easily listed with what each variable does put this into init.sqf .Than name your secops module BIS_SOM and synchronize with player F7 in game

execVM "somsettings.sqf";

somsettings is what your going to name the sqf below when you save it. I suggest using arma edit which i will provide a link to at the end of post to make saving and editing scripts easier. once the sqf is saved put it into your mission folder

//Configure SOM module with custom settings. Must run during the first 2 seconds of a mission.

private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"];

//List of secops.

//Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]

_pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"];

//Enable or disable HQ.

//Default: true

_hq = true;

//Team text, team speech, H.Q. text, H.Q. speech.

//Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]]

_callsigns = ["Razor", ["Razor"], "H.Q.", ["HQ"]];

//Delay in seconds before starting random SecOps selection. Only seems to affect the first secops.

//Default: 30

_initialDelay = 30;

//Should an automatic Reinforce be triggered when there are casualties?

//Default is true.

_autoReinforce = true;

//??? Delay between sec ops?

//Default: 30

_secOpSpacing = 180;

//??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable?

//Default: 0.7

_randomActivation = 0.7;

//Min Max distance of sec ops.

//Default: [300, 700]

_secOpDistances = [1500, 2000];

_settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances];

//BIS_SOM is module name.

BIS_SOM setVariable ["settings", _settings];

Next is the ACM,AKA Ambient Combat Module Jut put this in init.sqf and name the ACM BIS_ACM and synchronize with player F7 in game.

aitUntil {!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, 300, 600] call BIS_ACM_setSpawnDistanceFunc;

//factions to be spawned

[["USMC", "RU"], 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

[0.2, 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;

Here is a complete Init.sqf if you want to use it or just to c as an example

execVM "somsettings.sqf";

myMoney = 500;

MyCoin setvariable ["BIS_COIN_name","Base"];

MyCoin setvariable ["BIS_COIN_rules",[player]];

MyCoin setvariable ["BIS_COIN_areasize",[5000,5000]];

MyCoin setvariable ["BIS_COIN_categories",["Base","Ammo","Static","Vehicles","Camp"]];

MyCoin setvariable ["BIS_COIN_items",

[

//--- Class, Category, Cost or [fundsID,Cost], (display name)

["USMC_WarfareBFieldhHospital","Base",0],

["Land_HBarrier_large","Base",0],

["Land_fort_bagfence_long","Base",0],

["Land_fort_bagfence_round","Base",0],

["Land_fortified_nest_small","Base",0],

["Land_Fort_Watchtower","Base",0],

["Fort_EnvelopeBig","Base",0],

["Land_fort_artillery_nest","Base",0],

["Fence_corrugated_plate","Base",0],

["Land_CamoNetB_NATO","Base",0],

["Land_plot_green_vrata","Base",0,"Gate"],

["USMC_WarfareBVehicleServicePoint","Base",0],

["RoadBarrier_long","Base",0],

["Land_CncBlock","Base",0],

["Fence_Ind_long","Base",0],

["Stinger_Pod","Static",0],

["TOW_TriPod","Static",0],

["MK19_TriPod","Static",0],

["M2StaticMG","Static",0],

["SPG9_CDF","Static",0],

["USMC_WarfareBMGNest_M240","Static",0],

["HeliHCivil","Camp",0],

["FlagCarrierUSA","Camp",0],

["Land_Campfire","Camp",0],

["Land_Misc_deerstand","Camp",0],

["CampEast","Camp",0],

["HMMWV","Vehicles",0],

["HMMWV_Armored","Vehicles",0],

["LAV25","Vehicles",0],

["F35B","Vehicles",0],

["AAV","Vehicles",0],

["HMMWV_Avenger",0],

["M1A2_TUSK_MG","Vehicles",0],

["ACE_USBasicWeaponsBox","Ammo",0],

["ACE_USSpecialWeaponsBox","Ammo",0],

["ACE_USLaunchersBox","Ammo",0],

["ACE_RuckBox_West","Ammo",0],

["ACE_KnicklichtBox","Ammo",0],

["ACE_HuntIRBox","Ammo",0],

["ACE_USOrdnanceBox","Ammo",0]

]

];

myCoin setvariable ["BIS_COIN_funds",["myMoney"]];

myCoin setvariable ["BIS_COIN_fundsDescription",["S"]];

MyCoin setvariable ["BIS_COIN_onPurchase",{sleep 2}];

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, 300, 600] call BIS_ACM_setSpawnDistanceFunc;

//factions to be spawned

[["USMC", "RU"], 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

[0.2, 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;

here is a link to arma edit

http://www.armaholic.com/page.php?id=1455

Edited by spartanx

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