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Gmate

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About Gmate

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  1. Thank you both. I did have a look at that thread already Gunter, it's honestly a great resource, there was so much there that I didn't read it all the way through but I will have a more thorough look and see if there's anything there that can help me, which I'm sure there will be. And pierremgi, it's good to know there's not much performance difference, i did benchmark it myself on a small scale just to see if there was any noticeable difference and you seem to be right, I did not notice any difference between the two methods resource wise.
  2. I am pretty new to scripting and Arma 3 mission editing in general. I want to create a template mission that I can copy code from and such for future missions, I am currently trying to figure out spawning AI with triggers and have made a separate post on that topic. I want to implement a headless client into this mission to improve performance, I want to avoid using mods if possible and would rather keep everything vanilla. I have looked into the Headless Client wiki page and many videos and guides, however I am still pretty much at square one trying to figure this out. Essentially what I want is for AI spawned via triggers, throughout the mission to be automatically transferred to the headless client if one is available, otherwise to continue normally if there is no headless client available. I would also like to know how to setup the headless client in general, my smooth brain does not understand the explanations given on the wiki page for the Headless Client, a step by step explanation would be very useful to me. Thanks any help is appreciated. ❤️
  3. Thank you for that, that is a very useful script and I may use it however I would rather make my own if I can if i can figure it out.
  4. Hey, I'm new to coding and mission editing in Arma, so please go easy on me. I'm attempting to create a template of sorts to build future missions out of, I want to have a clean, easy & modular spawn system that can be easily tweaked for different scenarios, I also want to do this without mods. I am aware of 2 main ways of handling spawning AI, "createUnit" and "BIS_fnc_spawnGroup" I'm not exactly sure what is best for my specific use case, and I'm not entirely sure how to use either of them properly. Essentially what i want to do is have a trigger spawn multiple units of my choice on a marker and then have the units move towards another marker, I also want to be able to modify the behavior of these units (ex. start on limited speed.) I have tried a few different methods to achieve this, these are the issues I'm having with each: With "createUnit" the only way i have found to spawn multiple units is to repeat the code over and over, I'm sure there's a better way to do this and if so I'd love to know. Also with my current setup i have to repeat the domove code for each individual unit, I would also like to know if there is a better way to do this. Here is the code located in the triggers "On activation" field: With "BIS_fnc_spawnGroup" I'm not entirely sure how to order the units spawned within to move towards a marker, I would like to know how to do this, and I also read somewhere that the group will not be automatically deleted when all units are dead so I added a line at the end, I have no idea if it works though. Here's the code for that from the triggers activation field: I read that createUnit is better for performance when paired with the sleep command, however i have no idea how that works, and I also have my doubts, at-least with my current code repeating the same lines over and over for each unit seems very inefficient, the BIS command seems much cleaner however i don't know how to issue a move order with it which is my main problem. Additionally i would like to setup a headless client but that's a whole different topic and I don't want to draw this out any further, though if you feel like you have some useful advice on that please do share. Thanks and any advice & methods is appreciated. ❤️
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