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Critique My Scripting
Braf Mueller replied to Braf Mueller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the feedback, everyone! Still getting my feet wet with scripting, but it opens up so many more doors in the editor. -
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I'm still somewhat new to scripting in Arma, and I just wanted to get some opinions on how this script looks to you guys. It's a script that gets called from the serverInit.sqf. The goal is to spawn X number of enemies assaulting a position without spawning 100's of AI at once. I would like to think there's a more efficient way to do this, but I'm not sure what is possible within Arma 3. *EDIT: Noticed a couple of issues that I fixed. Such as, subtracting from _totalSpawned instead of adding... oops. // Defines the count of AI that can be in action & how many can ever spawn _maxActiveAI = 75; _maxAIToSpawn = 300; // Group lists // Squads are MUCH larger. Use them sparingly. // 10 Tickets per spawn _squads = [ configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_01", configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_02" ]; // 4 Tickets per spawn _teams = [ configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_04", configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_03" ]; // List of spawn point markers for AI _spawnMarkers = [ "ai_spawn_1", "ai_spawn_2", "ai_spawn_3", "ai_spawn_4" ]; // List of attack point markers for AI _attackPoints = [ "ai_attack_1", "ai_attack_2", "ai_attack_3", "ai_attack_4" ]; _totalSpawned = 0; while {_totalSpawned < _maxAIToSpawn} do { while { count units EAST <= _maxActiveAI - 4 && _totalSpawned < _maxAIToSpawn} do { _groupToSpawn = objNull; if( _maxActiveAI - count units EAST >= 10 && random 1 > 0.5) then { _groupToSpawn = selectRandom _squads; _totalSpawned = _totalSpawned + 10; } else { _groupToSpawn = selectRandom _teams; _totalSpawned = _totalSpawned + 4; }; _grp = [getMarkerPos selectRandom _spawnMarkers, EAST, (_groupToSpawn)] call BIS_fnc_spawnGroup; [_grp, getMarkerPos selectRandom _attackPoints] spawn lambs_wp_fnc_taskAssault; }; sleep 60; };
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Can't spawn Prairie Fire Units
Braf Mueller replied to Braf Mueller's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for the response! I was surprised I ran into it to be honest. -
Hello all, I'm trying to help a friend make a mission, and while I haven't done this in a while, I'm fairly sure there is something wrong with Arma itself here. I am attempting to spawn in groups from the Viet Cong faction using the following... _unit = [getMarkerPos "vc_p1", EAST, (configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc_local" >> "vn_o_group_men_vc_local_04")] call BIS_fnc_spawnGroup; Unfortunately, this always throws a generic error on line 160 of fn_spawnGroup.sqf. I have zero ideas as to why this happens. I wouldn't need to do any of this if the Spawn AI module allowed us to spawn Viet Cong units natively, but that isn't an option. EDIT: This seems to be the case with any Prairie Fire DLC groups.
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Thank you! That did it. Now, if you'll excuse me, I'm off to find some Tylenol.
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So, I'm not sure if this is due to my incompetence, or if I found some magic bug. Anytime I try to access an arsenal, it displays the tip about the arsenal as it were opened, but there is no arsenal menu. I have tried different supply crates, the ones with the default map, and even a replacement of the client core all to no avail.
- 346 replies