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spunfin

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About spunfin

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    Corporal

core_pfieldgroups_3

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    AS3/Flash, AE, SQF, etc semi-easy

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    http://kaartomedia.com
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    tony.kaarlas
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    spunFIN
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    fdsspun

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  1. spunfin

    AI Spawn Script Pack

    @Fritz Le @Lloyd Dawkins I'm actually just playing around with RHS units, so here's a minimized example: class customClass2 { side = 3; //0 = CIV, 1 = BLU, 2 = OPF, 3 = IND men[] = {"rhsgref_ins_base","rhsgref_cdf_ngd_rifleman","rhsgref_cdf_ngd_rifleman_m92","rhsgref_cdf_ngd_rifleman_lite","rhsgref_cdf_ngd_grenadier"}; men2[] = {""}; men3[] = {""}; menSF[] = {""}; divers[] = {""}; cars[] = {""}; tanks[] = {""}; helicopters[] = {""}; planes[] = {""}; ships[] = {""}; }; And you would use ["customClass2"] as a parameter. And simple playaround to dig up some classnames (not the best possible one I'm sure): _all = "getText (_x >> 'author') == 'Red Hammer Studios'" configClasses (configFile >> "CfgVehicles"); _count = (count _all) - 1; _array = []; for "_i" from 0 to _count do{ if(getText((_all select _i) >> 'textPlural') == 'infantry' && getNumber((_all select _i) >> 'side') == 2)then{ _array = _array + [configName (_all select _i)]; }; }; copyToClipboard (str _array); Dig into config viewer and find values you can identify the modded units from, like here with Zombies and Demons: Experience is pretty fun once you have one enemy side filled with RHS units, one with Zombies, and random loot everywhere. :)
  2. spunfin

    AI Spawn Script Pack

    @mikepetunia Haha, yeah it sounds like they just hates each others. Can't see what is messing it, it sounds like they'd have a wrong side value, but I'm sure you have already tried everything simple related to sides etc. @majogl In that scenario it would surely have all 40 groups arount the 4 players. Thanks for pointing this out, it must be taken account of when I bring the player amount related AI options into the script. Now you can actually pick factions, or even custom classes for all the scripts. The last parameter in all of these scripts in version 1.0 is "classes parameter", and it's basicly an array of strings, that are classes from "LV\config_aissp.hpp". So if you open up this .hpp file, you can see that there's classes for all fanctions including all their classnames. As default, the classes parameter for scripts is ["ALL"], which uses all those default classes from the .hpp. But if you change it for example to ["OPF_T_F"], the script will pick classnames only from that class. Just remember to pick a class or classes of the same side you're going to spawn. The very first class is empty, so that you can for example fill it with classnames that comes from a mod. Then in script init line you'd just use ["customClass1","customClass2","customClass3"], or whatever you name your custom classes. Just remember to keep custom classes divided per sides so that you don't end up having west unit with east classname. Another very important usage for this .hpp file would be when you use reinforcementChopper, since if you just randomize the chopper it uses, it might be one of those support choppers with no room for reinforcement group. So you could make custom classes for actual troop transportation choppers, or just check a index number of one to be used in the script init line. (Note that it doesn't matter which "men"-array you use for infantry classnames. There's that many of them only becouse some factions has special groups, and I needed to divide them into separated arrays so that scripts can pick one random infantry array for a group instead of having mixed groups.)
  3. spunfin

    AI Spawn Script Pack

    Here's now also the updated Flash app for version 1.0. I hope it makes things easier for you guys. @supergruntsb78 Nice, I hope you enjoy! :) @mikepetunia That sure sounds odd. Must be something with zen occupy mixed with fillHouse, I'll try to see if I can spot the reason for this. Is it still happening? @majogl Yes it should notice all players when MP-parameter is set to true, and spawn & move ambientCombat related to all alive non-captive players. So basicly the player array means nothing when you set that parameter to true as the script then occupies the array with all alive players. Group amount is fixed total amount, so it's not related to player amount in any way. It's a good idea though, I should consider allowing that functionality. +I added a parameter to prevent water units to be spawn! :) @B00Ts-SA AIRS was just a tiny brain fart, aiming to build quickly the same feeling you had when you played Battlefield 2 back in the day. I haven't updated it for a long time, so I'm not completely sure if it's working or not. @Royal Eagles That's a good idea! Currently you can't, without modifying the scripts. But this will certainly be added to next update! @Gianluca Mombelli I'm not 100% sure what you mean, but if you're using fillHouse and militarize, you can achieve this with combination of triggers and "LV_fnc_removeGroup.sqf" (see example from documentation, right on bottom part of militarize or fillHouse). So basicly you would have global variable, f.ex. "mil1spawned" as 1 condition for a trigger, and you'd set it to true when you initialize militarize via trigger. (Remember to also use unique ID-number for militarize.) Then, when you use removeGroup, or when you check if militarize goup is dead, set "mil1spawned" back to false to allow reactivation of the trigger. Check also my randomSectors1.sqf for scripted approach. @pd3 Thanks for your input! You seem to have very good ideas, I'll definitely include those to next update!
  4. spunfin

    AI Spawn Script Pack

    Okay, time to update! Version 1.0 http://kaartomedia.com/ARMA/AI%20Spawn%20Script%20Pack%201.0.rar Online documentation (Note that the Flash app wont work yet as it has old parameters!) This one is the .sqf versions with many changes and fixes. Package includes fairly simple example missions and documentation. Flash app for the init lines is also coming soon! I tried my best to also update all comments in the scripts. There's some new parameters allowing some more customization that people have requested. Also one major change is that all the classnames for AI comes now from LV\config_aissp.hpp. Therefore you must include this into your missions description.ext: class aissp_configs { #include "LV\config_aissp.hpp" }; Scripts has a "classes"-parameter, which is an array of classes from config_aissp.hpp (with the exception of "ALL", which includes all default classes to the array). By using classes-parameter you can filter classnames, for example: ["BLU_CTRG","IND_C_F","OPF_T_F"] Or even use custom units by creating custom classes into the .hpp file. I included an empty example that you can fill with any classnames you want. You may have as many custom classes as you wish, and you can use them the same way as default classes, via classes-parameter. I have tested these new versions only in SP mode (also simpleCache seems to be working), so test everything out before you hit it to your server! Cheers! I'll fix the flash app asap and write some better changelog once I get some time for it.
  5. spunfin

    AI Spawn Script Pack

    Yes that's correct, randomly 50% of all buildingPos' in range of 500m (as in 500m from center point to every direction, so the area is actually 1000m circle) will be used as spawn points. Your line seems to have first parameter twice tho, but it's probably just that you've tested with "marker" and also with player and just forgotten both of them there.
  6. spunfin

    AI Spawn Script Pack

    AVIBIRD 1, Yeah that sounds pretty reasonable, I hope it now works. :) If you still encounter issues and odd behaviour, you can send files to me straight via this page: http://kaartomedia.com/ShowMe/ drsubo, lines 191 & 192 will decide if infantry group or vehicle group is being spawned. Infantry amount: line 207: _grp = [_spawnPos, _side, [10,3]] call LV_menGroup; - number 10 is max number for random command, and 3 is fixed amount = group size will be 3-13. So you could try something like [2,2] to get group sizes down to 2-4 units. (Actually, I can't remember anymore if random command rounded numbers up or down, but anyways, it will be 2-4 or 2-3 units)
  7. spunfin

    AI Spawn Script Pack

    Ah okay, what kind of trigger is it? You could first try setting those script into some GL or object init, since triggers might surely mess up simpleCache, as it works somehow like this: 1. fillHouse / militarize spawns units 2. simpleCache checks distances etc and decides if it removes those units or not, and starts looping to check these things again and again, and reacts if distances changes to valid or non-valid So there's need to run fillHouse & militarize instances only once.
  8. spunfin

    AI Spawn Script Pack

    AVIBIRD 1, Can you set up a small mission where this happens or share your current mission files with MCC & DAC disables so I can take a look what's happening? Does this happen in singleplayer or multiplayer? csk222, 1. You could disable their movement via custom init with something like "this disableAI 'MOVE';", then they should stick where they spawned but still turn, aim & shoot. I've not tried this, but it should do, eventho it's not pretty. :P For more realistic results you would probably want to call external script from custom init which for example enables movement once player is near enought or something. There's also other commands related to this, like this forceSpeed 0; and doStop this; 2. & 3. Instead of player you could try referring to a group or array of groups (of player units), then these scripts uses LV_fnc_follow.sqf to target the nearest unit from the group(s) you defined there. Documentation -> target -> group and group array MP is my weak spot especially with dedicated server, but I know people have successfully done these things your trying to do.
  9. spunfin

    AI Spawn Script Pack

    Hey JAndrews1, You can disable those scripts inside main script files and add there something else if you prefer, but they are being used as default: militarize - vE, vH, vD fillHouse - vF, vG heliParadrop - vD (if set in parameters) reinformentChopper - vD (if set in parameters) The errors you got indicates that somehow your "target" unit/object could be faultly defined. Could you paste which scripts are you using, how you use them and where? FdgeKake, Sounds odd for sure, could you possibly share your mission files?
  10. spunfin

    AI Spawn Script Pack

    AVIBIRD 1, You were actually right, there was tiny typo in current fillHouse.sqf! Sorry for this issue! :) Here's fixed version: http://kaartomedia.com/ARMA/fillHouse.sqf OR If you have made changes, fix it yourself manually: In default version line 152 is: call compile format["LVgroup%1spawned = true;", _grpId]; And it should be: call compile format["LVgroup%1spawned = 'true';", _grpId];
  11. spunfin

    AI Spawn Script Pack

    @AVIBIRD 1, Sent pm about the changes for delay tweak. For empty vehicles, have you tried this fix; http://forums.bistudio.com/showthread.php?165089-AI-Spawn-Script-Pack&p=2588051&viewfull=1#post2588051
  12. spunfin

    AI Spawn Script Pack

    Hey darkymdq007, Nice song lol! :) execVM "LV\LV_functions\LV_fnc_simpleCache.sqf" if you're using it like that, as simpleCachev2 is ment to be used a bit differently; here's Na_Palms' thread for it.
  13. spunfin

    AI Spawn Script Pack

    Thanks Mariodu62, I included that also now to the file above.
  14. spunfin

    AI Spawn Script Pack

    Great work Champy! I'm sure this has been causing issues for other people too, so here's a version of reinforcementChopper.sqf which is adjusted to work better (by -=XTRA=-); http://kaartomedia.com/ARMA/reinforcementChopper.sqf The magic lines are 162, 168 and 169.
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