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mr555ru

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  1. The init code is executed only once, at the time of initialization of the object (which is at the mission start), unless you specify a loop or some other way to keep the code running until player approaches the vehicle.
  2. I decided to improve the script despite warning that I discontinued it. Here, some new stuff: Script now uses vanilla units. The CUP units from the previous version are still preserved in the first post, in case you need them. Script now should correctly despawn empty vehicles. (Not fully tested, if you encounter this bug with the new version of the script, DM me). Tasks module now has some inaccuracy in counting enemy units. Instead of saying "Enemy group has 4 infantry units" it will now say something like "2-6 units", making tasks less predictable. The inaccuracy is customizable in settings (_reconCountInaccuracy parameter). Script now runs every second - which gets rid of some bugs with condition testing. Script now supports arming unarmed units - e.g. for the "armed civilians" scenario. Fixed a bug with mission end in MP - script correctly uses BIS_fnc_endMissionServer now. [Experimental feature] Script now has an option to spawn units only out of sight. Only one player's sight is supported (the one that is returned by the _fnc_center) and it is not 100% guarantee in some cases - if you spawn groups close to the player, due to the sizes of groups some units might still spawn in sight (only group leader's position is expected to be out of sight). This feature is disabled by default. Although I don't currently have a "to do list" for this script, I might look forward to bringing in some more stuff. Also I'm working on a simple "random tasks" script that works in a similar (trigger-placed) way.
  3. I left ArmA for a while, but had the almost-working new version of the script on my hands. The main feature - fully customized teams to spawn - is just too good to not share. I also addressed some suggestions: I tried to make it easier to do that. An example on how to do that is now available in "Tweaking the Script" section. Made as the default option. It might not work from the box - I don't know the reason for that. But if it doesn't work and you need it, you can try to turn _forceZeusForget on. Be advised that some of the default settings were changed: By default only west units should show up in Zeus. Task module is not active by default. All three sides - east, west, resistance - will spawn, instead of "east vs west" as before. It's not likely that I will continue working on this script in the near future, but I believe its current state covers almost all needs.
  4. Inside "while" loop, add a condition check, that, if true, sets variable _limit to 0. It will not spawn any more groups. If you want to despawn all groups generated by script, you can set variables _despawnDistance, _planeDespawnDistance to 0. Another way to totally stop the script once and for all, is to change condition for the while statement. Right now it's while {true} which means that it's an infinite loop. You can change the condition so the loop can end. In this case, nothing more will be despawned, and any unfinished tasks set by the script would never complete. If you don't use the task system, it will be fine, though.
  5. Updated the script. Planes work now! All relevant info is now here, not on steam. The script has been made easier to tweak, because I got my hands on learning functions.
  6. This version of the script sets random tasks to destroy random spawned groups. By default script generates ambient combat around leader playerGroup. This is convenient for multiplayer with respawns.
  7. My plan for this script will be to add random elimination tasks, which will make this script into a very simple mission generator. Could anyone help me with this problem: how to elegantly count group composition, ignoring crew but including vehicles (return 2 numbers: group consists of X infantry and Y vehicles)?
  8. If the question is still relevant, here you can find some lists in Cyrillic. Take these lists with a grain of salt, as they have some funny ones (like "cupcake" or "hypnosis"), translate the ones that you find cool. Here is another list in Cyrillic (left column), just use the shorter ones, this one does not contain funny words. ed: Basically feel free to use any russian nouns that are not too long to pronounce and describe some neutral or "cool" thing. That's how it works.
  9. A simple script for ambient combat generation that you can put in a trigger. You can use any groups, vehicles or units. The default is CUP_RU vs CUP_US vs CUP_I_TK_GUE ambient combat. Changelog: v 1.4 Script now uses vanilla units. Here are CUP units from the previous script in case you need them: Script now should correctly despawn empty vehicles. (Not fully tested, if you encounter this bug with the new version of the script, DM me). Tasks module now has some inaccuracy in counting enemy units. Instead of saying "Enemy group has 4 infantry units" it will now say something like "2-6 units", making tasks less predictable. The inaccuracy is customizable in settings (_reconCountInaccuracy parameter). Script now runs every second - which gets rid of some bugs with condition testing. Script now supports arming unarmed units - e.g. for the "armed civilians" scenario. Fixed a bug with mission end in MP - script correctly uses BIS_fnc_endMissionServer now. [Experimental feature] Script now has an option to spawn units only out of sight. Only one player's sight is supported (the one that is returned by the _fnc_center) and it is not 100% guarantee in some cases - if you spawn groups close to the player, due to the sizes of groups some units might still spawn in sight (only group leader's position is expected to be out of sight). This feature is disabled by default. v 1.3 Fully tweakable spawning system. Want to be able to spawn 2 planes, 1 tank and 5 infantry units as one team? No problem - scripts supports custom arrays of units, groups or both. You don't need to specify Config paths to list units: only a class name (string) is enough. Added a default Insurgent faction (CUP_I_TK_GUE). Only sides defined by _zeusableSides will show up in Zeuses. See "Tweaking the Script". Added two functions that will stop or pause spawning if the condition is true. Refer to "Tweaking the Script" for examples. Added an option to guide units behavior by MCC instead of default patrolling logic. v 1.2 Planes! Planes can be spawned and will have a bigger boundary for despawning. Script is rewritten, bits of code are separated as functions. It became easier to change the center of spawn: change one line, not "search and replace". Comments! Triggers only support "comment" statements and crash when I try to add // or /* type of comments. Nevertheless, the script is a bit more readable now. Made it a bit easier to have several copies of the script. All the relevant info about the script is now at bohemia forums. v 1.1 Added task generation system. v 1.0 Script generates random groups and units, despawns them if they are too far, despawns dead bodies. Basic usage Put the script in a trigger ("on activation" field). Set condition to true. Name the player group's variable name "playerGroup". Tweaking the script This script is licensed by Arma APL. Feel free to improve it.
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