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About smacker909

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  1. Has anyone had any luck with this script on Tanoa? I'm getting script errors related to 'roadsConnectedTo'
  2. smacker909

    ModuleSpawnAI_F change faction

    Damn! You are the man Larrow! Thanks dude
  3. I'm trying to figure out how to change BLU_F to BLU_T_F in the following, created by the SpawnAI module. Does an addon need to be created to do that? I can change it in the mission.sqm file it's self, but of course, when I load up the mission in the editor, the module overwrites it. Sorry if this has been covered before, I have been searching for a while :(. On a side note, I assume the module will be updated to reflect the new factions.. at least I hope so :) class Attribute7 { property="ModuleSpawnAI_F_Faction"; expression="_this setVariable ['Faction',_value,true];"; class Value { class data { class type { type[]= { "STRING" }; }; value="BLU_F"; }; }; };
  4. smacker909

    Eden Editor Garbage Collector Doesn't Work?

    Is this referring to the drop down garbage collection option from the editor menu? I have tried enabling this and notice it doesn't do anything for killed men from spawned groups. Spawn AI system is cleaning up the AI ones only.
  5. smacker909

    sector module expression

    Okay.... adding ; if ((_this select 1) in [EAST, WEST, RESISTANCE]) then {[_this select 0] execVM "sectorDefense.sqf";} ..to the expression field and removing that check from the script corrected the double spawning issue.
  6. smacker909

    sector module expression

    Yours like much nicer :) Now I have a problem with two teams spawning!! The only idea is to have a little defense on sector after capture to avoid sector hopping // place [_this select 0, _this select 1, _this select 2] execVM "sectorDefense.sqf"; // in the Expression field of your Sector Modules waitUntil { !isNil "bis_fnc_init" }; Private ["_grp","_sector","_owner","_trigMarker"]; _sector = _this select 0; waitUntil { ( ((_sector getVariable "owner") == EAST) || ((_sector getVariable "owner") == WEST) || ((_sector getVariable "owner") == RESISTANCE) ) }; sleep 2; _owner = (_sector getVariable "owner"); _areasA = _sector getVariable "areas"; _trigger = _areasA select 0; _trigMarker = (_trigger getVariable "markers") select 0; switch (_owner) do { case west: { _direction = [getMarkerPos _trigMarker, getPos NATO_FLAG] call BIS_fnc_dirTo; _pos = [getMarkerPos _trigMarker, 50,_direction] call BIS_fnc_relPos; _grp = [_pos, west, (configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_InfTeam")] call BIS_fnc_spawnGroup; }; case resistance: { _direction = [getMarkerPos _trigMarker, getPos GUER_FLAG] call BIS_fnc_dirTo; _pos = [getMarkerPos _trigMarker, 50,_direction] call BIS_fnc_relPos; _grp = [_pos, resistance, (configfile >> "CfgGroups" >> "Indep" >> "IND_F" >> "Infantry" >> "HAF_InfTeam")] call BIS_fnc_spawnGroup; }; case east: { _direction = [getMarkerPos _trigMarker, getPos EAST_FLAG] call BIS_fnc_dirTo; _pos = [getMarkerPos _trigMarker, 50,_direction] call BIS_fnc_relPos; _grp = [_pos, east, (configfile >> "CfgGroups" >> "East" >> "OPF_T_F" >> "Infantry" >> "O_T_InfTeam")] call BIS_fnc_spawnGroup; }; }; _wp = _grp addWaypoint [getMarkerPos _trigMarker, 5]; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointType "HOLD";
  7. smacker909

    sector module expression

    Well.. this worked. waitUntil { ( ((_sector getVariable "owner") == EAST) || ((_sector getVariable "owner") == WEST) || ((_sector getVariable "owner") == RESISTANCE) ) };
  8. smacker909

    sector module expression

    Thanks Kylania! I found that it does execute on startup but also on owner change afterword, so I tried implementing something like; Expression in Sector Module: -> [_this select 0, _this select 1, _this select 2] execVM "script.sqf"; // from script.sqf _sector = _this select 0; waitUntil {(_sector getVariable "owner") != "UNKNOWN"}; %% and tried UNKNOWN without quotes But getting generic error in expression :( UNKNOWN is what hint format shows for _owner.
  9. Hello, I'm trying to use Expression field in the Sector module to run a script. the module says "Code executed when ownership changes" however, it seems to be executing right when the mission starts. Anyone have any experience with it?
  10. Sector Control on Tanoa (Apex Preview) SP/COOP/MP 5 sectors - Lots of jungle terrain - Lots of AI Steam link DropBox link - EDIT - Corrected Dropbox Link
  11. Here's three SC missions on Tanoa. Each has 5 control points for capture with AI. Can be played COOP / MP / SP. Steam links; Georgetown (Urban) Lami (Village) Tonao (Farm lands) Dropbox Link YouTube - Clips of game play - Me and BOTS :) Please let me know if any issues / suggestions.. also if anyone wants to play/test ;) - AI numbers can be adjusted on with the AI module in the editor
  12. smacker909

    User Mission Request Thread

    Is there any smallish, city sized, sector control mission that have AI for both sides, playable as coop or sp, where the AI will also be given the sector tasks and respawn? I was thinking about trying to make one, I have done scripting in the past, but this seems a little too daunting for me :(
  13. smacker909

    [SP] Rebel Yell!

    Ineptaphid, Glad you like the mission. It's been a while since I looked at this and I don't remember exactly what I added to allow AI difficulty setting.. but I would think that could have effect on any AI mod, you could certainly try it and check your results. I always compiled the mission with vanilla so no mods were included. I have never used ACE so couldn't say :)
  14. smacker909

    AI much tougher since update

    maybe i'll turn down terrain details in video setting and play in dirt ;)