subroc
Member-
Content Count
137 -
Joined
-
Last visited
-
Medals
Everything posted by subroc
-
Katipo66: Its ready (atleast the scripted version) http://forums.bistudio.com/showthread.php?137963-EBSS-Epic-Battlefield-System-Scripted-version&p=2197300#post2197300
-
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Released Epic Battlefield System Scripted version and included support for HAC: http://forums.bistudio.com/showthread.php?137963-EBSS-Epic-Battlefield-System-Scripted-version&p=2197300#post2197300 -
Hate to be the guy who drags up an old post, but just want to inform that im working on a updated version of EBS. The first version to be released will be a scripted version. but i will probably update the standalone addonversion and the EBS module in SFP Mod too Added some features to expand control over the spawning: -Change the maximum number of units a module can produce, both "alive at the same time" and "total number of units in garrison -Change at what distance the units try to capture towns. -Will also make a scripted special version the integrates with Rydygiers Hetman commander. EBS handles the spawning, HAC handles the war E.T.A? When its done, have a internal Beta ready but found some more features i might add..
-
how to check if unit is artillery?
subroc posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im trying to build an array of vehicles for each addon loaded in the game, the problem is that i don´t want any artillery units in the array. As the array only should consist of moving vehicles the mortars and static artys are no problem, but the M270 and th Grad are under Armored and Cars. if (_type isKindOf "Tank") then { _crew = getText(_configVeh >> "crew"); _crews = _crews + [_crew]; if (getNumber(_configVeh >> "transportsoldier") > 2 ) then { _apc = _apc + [_type]; } else { _tanks = _tanks + [_type]; }; }; What i would like to have is (pseudocoded): if ((_type isKindOf "Tank") [color="#0000FF"]&& !(_type isArty)[/color]) then { _crew = getText(_configVeh >> "crew"); _crews = _crews + [_crew]; if (getNumber(_configVeh >> "transportsoldier") > 2 ) then { _apc = _apc + [_type]; } else { _tanks = _tanks + [_type]; }; }; is there a way to solve this? -
Multi-Session Operations v4.4 released
subroc replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Reading in the MSOEditorsManual-1.pdf under section Respawn markers: Couldnt find the file in the MSO Base Code directory. Where is it or what should i do? Guess you guys have made a lot of improvements on MSO so the manual is becoming a bit dated :) Keep up the good work -
AI, Guerrilla Tactics
subroc replied to NakedSquirrel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok, then my best guess is the moveTo i dont know how this command works though, but as it seems to be a lowlevel command it might make it top prio to actually move instead of fighting enemies. -
AI, Guerrilla Tactics
subroc replied to NakedSquirrel's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
to check if group is attacking, i would say the easiest way is to check what behaviour the units are in, afaik ai automaticly goes to danger when they start firing, and if you dont want the group running in to contact in aware mode you could maybe use stealth behaviour in the WP assignment. Edit: As for making the units run away after the fight i would use a WP with behaviour careless combined with setspeedmode full and combatmode never fire for a couple of 100m (or so depending on LOS to the enemy) to get the ai to break the contact, after that you could set the behaviour back to aware to react to units chasing them -
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
voted 5 leaders, most missions i made use three, but im planning on a mission there i use the leaders as garrison commanders and then i will probably use all eight -
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just to make everyone aware, i´ve just done some quick test and the HAC scriptversion seems to be fully working i "Ironfront Liberation 1944" also. it need a custom config (which i have provided in the HAC Custom config thread): http://forums.bistudio.com/showthread.php?130636-HAC-custom-configs&p=2159828&viewfull=1#post2159828 -
HAC custom configs
subroc replied to mikey74's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Seems to work as far as i can see. My custom config: RHQ_HArmor = ["LIB_PzKpfwVI_B","LIB_PzKpfwVI_B_camo","LIB_PzKpfwIV_H","LIB_PzKpfwV","LIB_StuG_III_G","LIB_StuG_III_G_WS","LIB_JS2_43","LIB_t34_76","LIB_t34_85","SU85 LIB_SU85"]; RHQ_MArmor = []; RHQ_LArmor = ["Lib_sdkfz251","LIB_Scout_m3","Lib_SdKfz251_captured"]; RHQ_LarmorAT = []; RHQ_Cars = ["LIB_SdKfz_7","LIB_SdKfz_7_AA","LIB_kfz1","LIB_opelblitz_open_y_camo","LIB_opelblitz_tent_y_camo","lib_opelblitz_ammo","LIB_opelblitz_parm","LIB_opelblitz_ambulance","LIB_opelblitz_fuel","lib_us6_tent","lib_us6_open","Lib_Willys_MB","lib_zis5v","lib_us6_ammo","lib_zis5v_med","lib_zis6_parm","lib_zis5v_fuel"]; RHQ_Air = ["LIB_FW190F8","LIB_Ju87","LIB_P39","LIB_Pe2"]; RHQ_RAir = ["LIB_FW190F8","LIB_P39"]; RHQ_BAir = ["LIB_Pe2","LIB_Ju87"]; RHQ_NCAir = []; RHQ_Naval = []; RHQ_Static = ["LIB_Pak40","lib_maxim_m30_trench","lib_maxim_m30_base","LIB_MG42_Lafette","LIB_MG42_Lafette_trench","LIB_MG42_Lafette_low","LIB_FlaK_38","LIB_Flakvierling_38","LIB_GrWr34","LIB_Pak40_g","LIB_61k","LIB_Zis3","LIB_BM37"]; RHQ_StaticAA = ["LIB_FlaK_38","LIB_Flakvierling_38","LIB_61k"]; RHQ_StaticAT = ["LIB_Pak40_g","LIB_Pak40","ZiS-3 LIB_Zis3"]; RHQ_Cargo = ["LIB_SdKfz_7","LIB_kfz1","LIB_opelblitz_open_y_camo","LIB_opelblitz_tent_y_camo","lib_us6_tent","lib_us6_open","Lib_Willys_MB","lib_zis5v","Lib_sdkfz251","LIB_Scout_m3","Lib_SdKfz251_captured"]; RHQ_NCCargo = ["LIB_SdKfz_7","LIB_kfz1","LIB_opelblitz_open_y_camo","LIB_opelblitz_tent_y_camo","lib_us6_tent","lib_us6_open","Lib_Willys_MB","lib_zis5v"]; RHQ_Crew = ["LIB_PPSh41_m","LIB_PPSh41_m","LIB_TT33","LIB_PPSh41_m","LIB_TT33","LIB_TT33","TT33 LIB_TT33","LIB_PPSh41_m","LIB_GER_tank_crew","LIB_GER_tank_lieutenant","LIB_GER_tank_unterofficer","LIB_GER_spg_crew","LIB_GER_spg_lieutenant","LIB_GER_spg_unterofficer","LIB_GER_pilot","LIB_SOV_pilot"]; RHQ_Recon = ["LIB_GER_scout_smgunner","LIB_GER_scout_lieutenant","LIB_GER_scout_mgunner","LIB_GER_scout_ober_rifleman","LIB_GER_scout_rifleman","LIB_GER_scout_sniper","LIB_GER_scout_unterofficer","LIB_SOV_scout_p_officer","LIB_SOV_scout_smgunner","LIB_SOV_scout_mgunner","LIB_SOV_scout_rifleman","LIB_SOV_scout_sniper"]; RHQ_Snipers = ["LIB_SOV_scout_sniper","LIB_GER_scout_sniper"]; RHQ_ATInf = ["LIB_SOV_AT_soldier","LIB_SOV_AT_grenadier","LIB_GER_AT_soldier","LIB_GER_AT_grenadier"]; RHQ_AAInf = []; RHQ_Inf = ["LIB_GER_radioman","LIB_GER_smgunner","LIB_GER_scout_smgunner","LIB_GER_gun_crew","LIB_GER_gun_lieutenant","LIB_GER_gun_unterofficer","LIB_GER_hauptmann","LIB_GER_lieutenant","LIB_GER_scout_lieutenant","LIB_GER_mgunner","LIB_GER_scout_mgunner","LIB_GER_ober_lieutenant ","LIB_GER_ober_rifleman","LIB_GER_scout_ober_rifleman","LIB_GER_oberst","LIB_GER_AT_soldier","LIB_GER_AT_grenadier","LIB_GER_sapper","LIB_GER_medic","LIB_GER_rifleman","LIB_GER_stggunner","LIB_GER_scout_rifleman","LIB_GER_scout_sniper","LIB_GER_unterofficer","LIB_GER_scout_unterofficer","LIB_GER_tank_crew","LIB_GER_tank_lieutenant","LIB_GER_tank_unterofficer","LIB_GER_spg_crew","LIB_GER_spg_lieutenant","LIB_GER_spg_unterofficer","LIB_SOV_p_officer","LIB_SOV_scout_p_officer","LIB_SOV_operator","LIB_SOV_LC_rifleman","LIB_SOV_scout_smgunner","LIB_SOV_gun_crew","LIB_SOV_gun_lieutenant","LIB_SOV_gun_sergeant","LIB_SOV_captain","LIB_SOV_lieutenant","LIB_SOV_mgunner","LIB_SOV_scout_mgunner","LIB_SOV_smgunner","LIB_SOV_sergeant","LIB_SOV_first_lieutenant","LIB_SOV_AT_soldier","LIB_SOV_AT_grenadier","LIB_SOV_sapper","LIB_SOV_medic","LIB_SOV_rifleman","LIB_SOV_scout_rifleman","LIB_SOV_scout_sniper","LIB_SOV_assault_smgunner","LIB_SOV_assault_mgunner","LIB_SOV_assault_sergeant","LIB_PPSh41_m","LIB_PPSh41_m","LIB_TT33","LIB_PPSh41_m","LIB_TT33","LIB_TT33","TT33 LIB_TT33","LIB_PPSh41_m"]; RHQ_FO = ["LIB_GER_radioman","LIB_SOV_operator"]; RHQ_Fuel = ["lib_zis5v_fuel","LIB_opelblitz_fuel"]; RHQ_Med = ["lib_zis5v_med","LIB_opelblitz_ambulance"]; RHQ_Rep = ["lib_zis6_parm","LIB_opelblitz_parm"]; RHQ_Ammo = ["lib_us6_ammo","lib_opelblitz_ammo"]; RHQ_Support = ["lib_us6_ammo","lib_zis5v_med","lib_zis6_parm","lib_zis5v_fuel","lib_opelblitz_ammo","LIB_opelblitz_parm","LIB_opelblitz_ambulance","LIB_opelblitz_fuel"]; ill drop a hint in hetman thread, not many seems to read this thread. Again Rydygier, THANKS for this script! Edit: Fixed minor bugs in RHQ_StaticAT and RHQ_Ammo arrays, thx for point it out -
HAC custom configs
subroc replied to mikey74's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
made a HAC custom config for lingor 1.4 units, missing support vehicles though. RHQ_HArmor = ["ibr_LEO1A5gal"]; RHQ_MArmor = ["zsu57_GAL", "zsu57_ARL","ibr_VBL","ibr_VBL_127","ibr_VBL_policia"]; RHQ_LArmor = ["ibr_VAB","ibr_VAB_127","ibr_VAB_Mephisto","ibr_VAB_policia"]; RHQ_LarmorAT = ["ibr_VAB_Mephisto"]; RHQ_Cars = ["LIN_Kamaz","LIN_KamazOpen","LIN_Pinz","ibr_van_FEA","ibr_van_BNK","ibr_offroad_dshkm_arl","ibr_offroad_spg9_arl","LIN_Pinz_arl1","LIN_Pinz_arl2","ibr_van_civ","LIN_Pinz_Green","LIN_Pinz_Red","LIN_Pinz_Silver","LIN_Pinz_Yellow","LIN_Pinz_Adventure"]; RHQ_Air = ["ibrPRACS_MiG21gal","ibrPRACS_MiG21_AGgal","ibrPRACS_MiG21_Trainer","LIN_UH1","ibr_as350_pmc","ARL_UH1","ibr_tucano_lin","ibr_maule_M7"]; RHQ_RAir = ["ibrPRACS_MiG21_Trainer"]; RHQ_BAir = ["ibrPRACS_MiG21_AGgal","ibr_tucano_lin"]; RHQ_NCAir = ["ibrPRACS_MiG21_Trainer","ibr_as350_pmc","LIN_UH1","ARL_UH1","ibr_maule_M7"]; RHQ_Naval = ["ibr_boat_gal","ibr_gunboat_gal","ibr_gunboat_pol","ibr_gunboat_fea","ibr_gunboat_arl","JetSkiYanahui_Case","JetSkiYanahui_Case_Green2","JetSkiYanahui","JetSkiYanahui_Green","JetSkiYanahui_White","JetSkiYanahui_Red"]; RHQ_Static = []; RHQ_StaticAA = []; RHQ_StaticAT = []; RHQ_Cargo = ["ibr_VAB","ibr_VAB_127","ibr_VBL_127","ibr_as350_pmc"]; RHQ_NCCargo = ["ibr_VAB","LIN_Kamaz","LIN_KamazOpen","ibr_VBL"]; RHQ_Crew = ["LIN_Soldier_Crew","LIN_Soldier_Pilot","ibr_arl_crew","ibr_arl_pilot","ibr_drg_pilot"]; RHQ_Recon = ["LIN_Soldier_Sniper","LIN_Soldier_Spotter","ibr_VAB","ibr_VAB_127","ibr_VAB_Mephisto"]; RHQ_Snipers = ["LIN_Soldier_Sniper","ibr_cop4","ibr_arl_sniper"]; RHQ_ATInf = ["LIN_Soldier_AT","LIN_Soldier_LAT","LIN_Soldier_HAT","ibr_arl_at","ibr_drg_at"]; RHQ_AAInf = ["LIN_Soldier_AA","ibr_arl_aa"]; RHQ_Inf = ["ibr_drg_lord","LIN_Officer","LIN_Soldier_Medic","LIN_Soldier_Engineer","LIN_Rifleman","LIN_Soldier_GL","LIN_Soldier_Sniper","LIN_Soldier_Spotter","LIN_Soldier_MG","LIN_Soldier_AR","LIN_Soldier_AT","LIN_Soldier_LAT","LIN_Soldier_HAT","LIN_Soldier_AA","LIN_Soldier_Crew","LIN_Soldier_Pilot","ibr_fea","ibr_fea2","ibr_cop1","ibr_cop2","ibr_cop3","ibr_cop4","ibr_venator_leader","ibr_venator_m16","ibr_venator_m4a1","ibr_venator_mg","ibr_venator_shotgun","ibr_venator_marksman","ibr_venator_m79","ibr_venator_medic","ibr_venator_escort","ibr_venator_escort2","ibr_venator_assaulter","ibr_venator_assaulter2","ibr_venator_assaulter3","ibr_arl_officer","ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_aa","ibr_arl_at","ibr_arl_sniper","ibr_arl_sab","ibr_arl_crew","ibr_arl_pilot","ibr_arl_medic","ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7","ibr_drg_officer","ibr_drg_at","ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7","ibr_drg_pilot","ibr_drg_eric"]; RHQ_FO = ["LIN_Officer","ibr_arl_officer","ibr_drg_officer"]; RHQ_Fuel = []; RHQ_Med = []; RHQ_Rep = []; RHQ_Ammo = []; RHQ_Support = []; they should otherwise be of HAC1.1 standard. Feel free to use Edit: hey rydygier, would it be ok if i try out the HAC script for use in Iron Front Liberation 1944? Think it should run smoothe with an own custom config -
Jungle Wars: Island of Lingor
subroc replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
found som AI driving problems: If you tell an ai to drive from San Arulco to Mairango, he will mostly try to make a route through Elcanto putting the car in the water where the road ends. I guess you have the same problem with the road ending in water south of Fernando. Dunno if these are WIP roads to be laid, but i think it would be better to end the roads a couple of meters from the shoreline not to confuse the AI. Noticed some drug or rebel AT guy having the president model. I would also personally prefer to have the drug and rebel leaders to have a bit more toned down fashion not looking like the president himself Otherwise great work! -
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
wow, that seems promising. I would say that the friendly natives is best left up to the missionmakers decision (the standard ask civ for targets is pretty good for this). But the idea to have a insurgent commander is really nice. One thing that i miss in HAC1.1 is a better defensive system. I would like to have my leaderHQ defending obj1-obj4, not only area around leaderHQ. Setting up obj1 in town 1, obj2 in town 2 etc. or putting the objectives in a row forming a frontline. -
I´ve made a couple of missions with Rydygiers great HAC script, they are based on a mission "Invasion of the fatherland" for CWR by Grip which is based on a mission "A-mob" for SFP by me. And a lot of credit goes to theOden for un-F´ing my mistakes and adding the mainpart of the coding and also collecting them in a .7z pack. The basic layout is that AI is invading the island and you have to defend and eventually throw the invader off the island. At your disposal are recruitable AI units. Some missions contain a lot of armor scattered around based but as the enemy often have a good aircover, its suicide to try to mount an all-out armor charge in the beginning of the game. You will find that most of the time its best to use guerilla style warfare, mining roads, scavenge enemy weapons and ambushing supplytrucks. The missions are pretty dynamic, we have played 8 hours rounds (2-4 persons) a couple of times now the AI is pretty good at changing behaviour between each time. (Most missions have 400-700 units from start so feed your server som steriods.) Features: *AI recruitment (BON´s recruitment script) *Respawn at closest respawn point not captured by enemy (thx to theOden) *Move static weapons (theOden) *Many hours of gameplay Versions: CDF defends Utes from russians (A2, possibly A2Free) Guerilla defends Zargabad from russians (CO) Guerilla defends Takistan from russians (CO) Guerilla defends Nogova from soviet (CO + CWR2) Soviet defends Kolgujev from USA (CO + CWR2) Soviet defends winter Kolgujev from USA (CO + CWR2) Guerilla defends Malden from soviet (CO + CWR2) Finland defends podagorsk from russians (CO + FDF) Download: Co20 Invasion - Missionpack (thx to theOden for serverspace) Mods required by some versions: FDF CWR2
-
Secondary Ops Manager Module Discussion
subroc replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to use a custom min/max spawning distance with the ["ambush", true, player] call BIS_SOM_requestSecOpFunc; I know i can set custom spawningdistance for standard SOM operation, but when i try to use the manual SOM operation it always uses the default min/max distances 150/700? I´ve found some clues in the "requestSecOp.sqf" file: File: requestSecOp.sqf Author: Joris-Jan van 't Land Description: Function allowing designers to request a specific SecOp to be started. The SecOp can be started immediately with high priority or wait for the next available opportunity. It is also possible to pass along certain specific parameters and even to replace complete phase-scripts. Parameter(s): _this select 0: name of the SecOp (String) _this select 1: is this a high-priority request? (Boolean) _this select 2: SOM main scope reference (Object) _this select 2: (optional) parameters (Array) _this select 3: (optional) phase-script paths (Array) Problem is that i dont get what "It is also possible to pass along certain specific parameters" is meaning. To me its more like "You could do very cool stuff but we wont tell you how" Anybody got a idea? -
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rydygier, iv´e testet the übersniping problem and it most likely comes from some of the addons im using. so no fault on your scipts. -
Making a BUSY squad unit take orders again
subroc replied to madrussian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
my best guess is that the simplest way to achive a clean recruited unit would be to simply store the units classname (_class = typeof _man), deletevehicle him, createunit a identical unit in the squad of the player -
ah, still some OA content in it, i blame theOden, he made the utes version :D, will fix this
-
yeah, the unitcount can be a little hard on middle-/lowend servers, but as rydygier said HAC dont work with cached units. I might do some missions with a 2-wave spawningsystem
-
thx! The recruitable civilians are acting up, seems the alice2 module won´t release them from its grip after they have got recruited. Think i will remove the possibility to recruit them in a later version. There are still recruitable terrorists from the flagpoles in the terroristbases (orange markers). Every enemy is there from the beginning, not a single enemy spawned. Victory condition is set to <50 enemys left, dont remember for zargabad version but i guess there should be atleast ~400 of them from start. Im no expert on HAC (maybe Rydygier sees this thread and can answer this himself) but i think its only acts as a force commander, sending troops to capping locations. There are however some nifty little tricks done by HAC, if you come with armor it will most probably send CAS in our direction, if you have set up heavy AA coverage it will keep its choppers out of danger. Only disadvantage i´ve noticed with HAC so far is that its probably sending reveal commands for discovered player between all enemys, this can act up a bit during longer rounds making the AI übersnipers knowing your position instantly: I´ve been headshotted by a rpg from ~900m after shooting a single m16 round in the rpg-gunner general direction. Will look more into this but its probably within the mechanics of HAC.
-
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
wow, thanks, works perfect. ok so i thought RydHQ_SubAll = false was default option -
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok, here it is: RydHQ_Debug = true; RydHQB_Debug = true; RydHQ_UnlimitedCapt = false; RydHQ_Surr = false; RydHQ_SubSynchro = true; RydHQ_SMed = true; RydHQ_SFuel = true; RydHQ_SAmmo = true; RydHQ_SRep = true; RydHQ_SupportWP = false; RydHQ_Smoke = true; RydHQ_GarrR = 1000; RydHQ_Combining = true; RydHQ_Order = "DEFEND"; RydHQ_CargoFind = 100; RydHQ_Front = false; RydHQB_UnlimitedCapt = false; RydHQB_Surr = false; RydHQB_SubSynchro = true; RydHQB_SMed = true; RydHQB_SFuel = true; RydHQB_SAmmo = true; RydHQB_SRep = true; RydHQB_SupportWP = false; RydHQB_Smoke = true; RydHQB_GarrR = 1000; RydHQB_Combining = true; RydHQB_Order = "DEFEND"; RydHQB_CargoFind = 100; RydHQB_Front = false; nul = [] execVM "RydHQInit.sqf"; fyi i have also synced the diffrent groups to their respective leader, so they are not all synced to leaderHQ. Looking at the debug info on the map the Def Center marker is placed where LeaderA spawns and i get a recB marker around 1200m from leaderHQB spawn. -
HETMAN - Artificial Commander
subroc replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rydygier: i cant thank you enough for this scriptset, only downsida is that i dont play as much mp as before ;) One problem i have though which i cant find any answer for is: I make two (or more) commanders on EAST naming them properly and giving them their own obj trigger but if i set both of them to RydHQ_Order = "DEFEND"; RydHQB_Order = "DEFEND"; both LeaderHQ and LeaderHQB commanders try to defend the startingpoint of LeaderHQ. I would like to have LeaderHQ defend location "A" and LeaderHQB defend location "B", is that possible or am i doing something wrong? Best regards Subroc -
Good design for "multi mission" missions?
subroc replied to KeyCat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey KeyCat Check out the Patrol Operations 2 mission. I think it have the things you´re looking for. I made couple of variations for Swedish Forces Pack and its quite easy to adapt to different mods plus you can easily add/remove missions. http://forums.bistudio.com/showthread.php?t=126904 -
Ok so i got a SFP version running fine on takistan. Now im trying to port it over to lingor SFP_SWE as player units, ibr_arl_faction as enemy. Problem is that i get no enemy spawning around the objectives, assigned ibr_arl_faction in the init_mps.sqf as east. Read something on the wiki about "Supported MODS" does that mean that enemy is hardcoded in the scripts or is it just to add under mps/config/config_addons and my enemies will show up.