majogl
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Hey there, thanks for the answer. One followup. If you have 10 groups spawning per player and, say, 4 players in close proximity... Will it account for this, or will it spawn 40 groups around the players. Also, on suggestion. Would be awesome if it was possible to not only pick a side in militarize, fillhouse, and AC scripts, but also the faction youd like the spawned units be from. for example if you are using RHS, you could have opfor as one of their russian factions. The spawn system could then get all the units/vehicles/compositions belonging to that side from config.
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- ai spawn script pack
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The ambient combat. When I use it in multiplayer, does the Ambient combat spawn system take into account other players? IE 2 players are 1km from each other. I set the AI groups to spawn from from 900m to 1100m from center units and started AC for both the units. Will the AC spawner spawn AIs, that are out of range of the center unit, but might be right next to the other player? Or does your script account for that eventuality? Also if there is an array of all players, how does the maximum number of spawned groups apply? Is it for each center unit, or in total? Thanks
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
majogl replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Where does A3Sync store rpt files? Cant find them in the regular Appdata/Local place. -
Hello, noob scripter here... Is there a way to prevent water units from being created in AmbientCombat script? I.E. 3/4 of the spawn "donut" are over water since i start my mission in the corner of the map and this results in far too many units being spawned as boats / divers and therefore an empty feel even with 20 groups enabled Thanks
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Lootspawner, configurable building loot system
majogl replied to na_palm's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey there, the script is still working, but none of the original links work... is there a way to fix floating loot spawns?