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Braf Mueller

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  1. Braf Mueller

    Critique My Scripting

    Thanks for the feedback, everyone! Still getting my feet wet with scripting, but it opens up so many more doors in the editor.
  2. 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; };
  3. Braf Mueller

    Can't spawn Prairie Fire Units

    Thank you for the response! I was surprised I ran into it to be honest.
  4. 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.
  5. Braf Mueller

    Apex Framework

    Thank you! That did it. Now, if you'll excuse me, I'm off to find some Tylenol.
  6. Braf Mueller

    Apex Framework

    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.