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smacker909

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Posts posted by smacker909


  1. 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";
    		};
    	};
    };
    
    

  2. 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";

  3. 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.
    • Like 1

  4. 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


  5. 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 :(   


  6. 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 :) 


  7. Mostly they fire at me through grass and crest of hill, more and more directly than before.. maybe they are suppressing, but before, I think they would fire , more in my general direction in these cases, but now seems to be firing directly at me. Turning down AI accuracy doesn't seem to help as much, if any, as it did. If the AI is behaving correctly, and is better in other areas, and really not seeing me *through* dirt and grass.. then I will just need to adjust my tactics. I have to be much more careful approaching.


  8. @tyl3r99I : never play on hard , regular.. lol.

    @Gunter : I have used setSkill in the past, but not in this mission.. just use the in game settings with AI percission set to .3. Just noticing I get spotted lots faster than before the update. Maybe time to go back to using setskill :)


  9. I'm thinking about making an SP mission where, starting out with limited weapons, etc. and some credits.. you then earn more credits by doing missions on the map.. which allows you to get more weapons, supports.. etc. An inventory system that keeps track of your credits and your assets.. then allows you to switch them in and out of your ArmA inventory as you see fit. I'm sure this isn't any ground breaking idea.. possibly already a mission out there doing exactly this. If so, can someone point me to it? I'm hoping to find an inventory system/script that does this or something similar. Anyone know of one? If not, I will get to work making one :)

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