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cyop

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Everything posted by cyop

  1. In the above ACM script from a couple of posts above, there is an unnecessary line. (I am surprised no readers caught it.) It should be... [code]waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [1.0, BIS_ACM_1] call BIS_ACM_setIntensityFunc; [bIS_ACM_1, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_1] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM_1] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM_1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc; [1.0, BIS_ACM_2] call BIS_ACM_setIntensityFunc; [bIS_ACM_2, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_2] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM_2] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM_2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc; [1.0, BIS_ACM_3] call BIS_ACM_setIntensityFunc; [bIS_ACM_3, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_3] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM_3] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM_3] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc; [/code] Another good reason why it is useful to use find replace, instead of copy and past, or type editing. BTW, that line would not keep that ACM script from working.
  2. Actually, it did get answered, more than once. But, I sure the heck am not going to look for it. :p To rehash, basically, yes, it could be done, but it would take a great deal of coding. And, if 'you' did it, I am assuming you would not even be able to use the module, except in SP, because it would be altered. Of course, if someone did it, they could give their work to BIS, I guess. :) The Dev's may or may not setup the SecOp for the new armies. I am guessing they will, but don't hold your breath. There was a reply from, I think, the Lead Developer on that matter. The post is around here somewhere. ? :) I think in this thread. EDIT: This would apply to the other factions not available, also.
  3. Maybe you need to do this > waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 200, 400] call BIS_ACM_setSpawnDistanceFunc; [["INS"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.7, 1, BIS_ACM] call BIS_ACM_setSkillFunc; [0.7, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; // Add classes: [bIS_ACM, ["INS_InfSquad", "INS_InfSection_AA"]] call BIS_ACM_addGroupClassesFunc; You have to remove the ' // '... except, you can have a 'comment', like... [["BIS_TK, "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc; // For TK Army and US Army or // For TK Army and US Army [["BIS_TK, "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc; (Notice earlier I said, "the things 'commented' ( // ) out". Also, this line that you have... [["INS"], BIS_ACM] call BIS_ACM_setFactionsFunc; you will spawn ONLY Insurgents, nothing else. Is that what you want? For instance, if you are US, you will have no US forces spawning. You better have a big squad! :D Notice the dif here as well... (one is up above in RED) BIS_ACM_addGroupClassesFunc BIS_ACM_removeGroupClassesFunc EDIT: Colored text green and red. :) AND, I forgot about this... [bIS_ACM, ["INS_InfSquad", "INS_InfSection_AA"]] call BIS_ACM_addGroupClassesFunc First, you left the ' ; ' off at the end. And, you prob only need to take out what you do not want. Go back to my earlier example. If you wanted TK Army and US Army, then just put that in the BIS_ACM_setFactionsFunc line. For just infantry, you will have to take out air and armor assets with the BIS_ACM_removeGroupClassesFunc. Just a NOTE... I 'double commented' ( // // ) the add line. That was to show that you prob need not bother with it at all. EGADS! One more thing, so you are clear. The BIS_ACM_setFactionsFunc will spawn everything of what ever FACTION (ARMY) you choose to put in the call line. That is why I said you want just infantry, just take out all else. And just take out for what you actually call (as a faction). If you use BIS_TK and BIS_US as factions to spawn, you do not need to remove armor, etc, for the CZ Army, etc. Tell what army/faction you are using, and what opponents you want to spawn.
  4. Out of curiosity, what did you have Independents set as in the mission? EDIT: Oh, you had "INS" in the factions array! Were you editing with Combined Operations?
  5. Well, you could, but, you can make a file named init.sqf and put the code in that file. The init.sqf file would go in the mission folder. More specifically, say, if the mission name was kicksomeA_ (in map Takistan)... 'Your proflle name folder'/missions/kicksomeA_.Takistan/init.sqf EDIT: BTW, if you did put it in the init box of the ACM in the editor, you would have to put it in something like the below: waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 10; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 500, 1000] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK, "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc; [0.7, 1, BIS_ACM] call BIS_ACM_setSkillFunc; [0.7, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, ["A10_US_EP1","AH64D_EP1","AH6X_EP1","CH_47F_EP1","MH6J_EP1","M1A1_US_DES_EP1","M1A2_US_TUSK_MG_EP1","MLRS_DES_EP1","M2A2_EP1","M2A3_EP1","M6_EP1","M1135_ATGMV_EP1","M1130_CV_EP1","M1126_ICV_M2_EP1","M1126_ICV_mk19_EP1","M1129_MC_EP1","M1128_MGS_EP1"]] call BIS_ACM_removeGroupClassesFunc; So, you can see the init.sqf in the mission folder is the better option. (Put the above in the ACM init in the editor, close it, open it, and then try and edit it. You'll get the 'picture' real quick.) EDIT: Oh, yeah... But, if you really need help, kylania is the 'go to' Trooper! :)
  6. Svarun, You will need to something like the below... (the things 'commented' ( // ) out, you can change at your discretion) waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; // sleep 10; // [1, BIS_ACM] call BIS_ACM_setIntensityFunc; // [bIS_ACM, 500, 1000] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK, "BIS_US"], BIS_ACM] call BIS_ACM_setFactionsFunc; [color="Red"]// For TK Army and US Army[/color] // [0.7, 1, BIS_ACM] call BIS_ACM_setSkillFunc; // [0.7, 0.9, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["[color="red"]air_patrol[/color]", [color="red"]0[/color], BIS_ACM] call BIS_ACM_setTypeChanceFunc; // // Add cleasses: // // [bIS_ACM, [ ? ]] call BIS_ACM_addGroupClassesFunc; // // [color="red"]Below (EXAMPLE) is important to remove what you do not want. (Again, just an example.)[/color] [bIS_ACM, [ //Air // "A10_US_EP1", // A-10 "AH64D_EP1", // AH-64D "AH6X_EP1", // AH-6X "CH_47F_EP1", // CH-47F "MH6J_EP1", // MH-6J //Armored // "M1A1_US_DES_EP1", // M1A1 "M1A2_US_TUSK_MG_EP1", // M1A2 TUSK "MLRS_DES_EP1", // M270 MLRS "M2A2_EP1", // M2A2 Bradley IFV "M2A3_EP1", // M2A3 ERA Bradly IFV "M6_EP1", // M6 Linebacker "M1135_ATGMV_EP1", // Stryker (TOW) "M1130_CV_EP1", // Stryker CV "M1126_ICV_M2_EP1", // Stryker ICV (M2) "M1126_ICV_mk19_EP1", // Stryker ICV (Mk19) "M1129_MC_EP1", // Stryker MC "M1128_MGS_EP1" // Stryker MGS ]] call BIS_ACM_[color="red"]removeGroupClassesFunc[/color]; EDIT: Notice the last entry in BIS_ACM_removeGroupClassesFunc has no comma. - You can find the class names in the sticky/wiki.
  7. KillSh0t, I am assuming you know that only one ACM can be synced to only one unit/group. With that in mind, the factions will not be spawned in the same area for combat. If one or more unit/group is not within that 500m radius of an opposing unit/group/faction, there will, for the most part be no war. Thus... waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; sleep 5; [1.0, BIS_ACM_1] call BIS_ACM_setIntensityFunc; [bIS_ACM_1, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_1] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM_1] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM_1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM_1] call BIS_ACM_setTypeChanceFunc; [1.0, BIS_ACM_2] call BIS_ACM_setIntensityFunc; [bIS_ACM_2, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_2] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM_2] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM_2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM_2] call BIS_ACM_setTypeChanceFunc; [1.0, BIS_ACM2] call BIS_ACM_setIntensityFunc; [1.0, BIS_ACM_3] call BIS_ACM_setIntensityFunc; [bIS_ACM_3, 150, 500] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK", "BIS_US", "BIS_TK_GUE"], BIS_ACM_3] call BIS_ACM_setFactionsFunc; [0.5, 1, BIS_ACM_3] call BIS_ACM_setSkillFunc; [0.8, 0.9, BIS_ACM_3] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM_3] call BIS_ACM_setTypeChanceFunc; ... synced to 3 different unit/groups. HINT: With multiple ACMs, it would prob be better to not have one of them named BIS_ACM. That way, for the sake of ease, you could use 'Find/Replace' for renaming/adding/subtracting ACMs in the init, and you would not have to worry about the function part of the script.
  8. gopherman, In regards to naming, you can name the ACM Module anything you want, the function will stay the same, thus: [BIS_ACM_1, 900, 1200] call BIS_ACM_setSpawnDistanceFunc; [BIS_ACM_2, 900, 1200] call BIS_ACM_setSpawnDistanceFunc; [BIS_ACM_3, 900, 1200] call BIS_ACM_setSpawnDistanceFunc; And, whatever name you use for the module needs to match the name/s you use in the init file (or visa versa). If you name the ACM Module in the editor, ACM1, then 'it' would be: [ACM1, 900, 1200] call BIS_ACM_setSpawnDistanceFunc; Yes, in case you missed that, which I do not think you did, the module would have to be named to make a custom spawn setup. EDIT: Just to be completely clear, it is the same for all the lines... [1.0, BIS_ACM_1] call BIS_ACM_setIntensityFunc; etc.
  9. stegman, demo mission of how the SOM is setup?
  10. Well, I have done some research, but I do not find anything. Can we be clear on something, though? You want the music playing for the whole time you are in the mission? Or, is it just 3 tacks each time you start/restart that you want? EDIT: If this is for continuous... I got tracks to repeat using a move and cycle waypoint, and they were still playing on revert and resume, but you have to time it, also. In that case, I was using a unit running back and forth. I checked his distance running to when the track stopped, cut it in half, then had him run to a cycle waypoint. Crude, yes, but was just to test if it would restart the music track, and restart it after resume. It did. So, that's an idea to work from. I don't ssee why you could not do the same with triggers. Both triggers activating a music sqf, and having your sqf setup with an if statement (or whatever) so if one sqf was playing it would not play, or have it setup to waitUntil the playing is finished, and start another sqf, etc. That's still pretty crude, but hey... ! :) How about two triggers over the whole map that do as described above, activated by Anyone. ? I think you already could get the triggers to work, but the waypoints did work! Sooo, maybe scripted waypoints?
  11. I was going to post something like this a couple of days ago. ... To put an autosave at places in a script, or in triggers. Then you could restart from that. However, I realized, after a complete game shutdown and resume, well, that is exactly what you would have to do, resume. To revert (after a shut down), you would have to resume, then revert. Not very elegant. Saving and reverting in-game, though, that could work. BTW, is this mission just for you? No insult intended, to each his own, but if 'I', me, just me, were to DL a mission where the author forced me to listen to 3 tracks everytime I restarted from a save or revert. I would delete the thing immediately, and never touch it again. And, I would be leary of any other work from that author. Again, just me, and how I feel. Also, I do not 'see' how the save game option, "can really break Missions". It appears to me it is doing exactly what it is suppose to do... saving the game in the state that you left/saved it. Anyway, sorry I do not have more for you than the first idea.
  12. You can use the UAV without the SSM or the SOM.
  13. Murklor, I was also thinking about a waitUntil. 'while' did not even cross my mind. How would you do that with a waitUntil (or that would not be good)?
  14. Thanks. :) Too often someone posts how they fixed something, but do not bother to share.
  15. Yes, and, Yes. I had a mission which allowed 3 Team Leaders to use the module. I will see if I still have it. I might not. I gave up on the SSM. It is actually pretty useless, IMO. I use the Arma 2 SOM setting for, whatever. EDIT: But, oh, I don't have a solution for the second , "Yes", but I know I have seen posts about others doing it. It is possible, though, that I am mistaking the SOM and the SSM, in regards to that. EDIT: Well, I have the mission, but I must have deleted the script from my script folder. I quit trying to us that thing a couple of weeks ago, or so, and I have so much WIP, I have to delete some of it, sometimes. I guess that is what happened (accidently). I am sure there must be posts about limiting to certain players, the time frame for use, and also how many times it can be available. EDIT: After going through the mission further, it is one of the earliest versions of the test missions. I do not even have the final config I had for the SSM. I tried to back track and remember what I was doing and what I searched for, but I came up empty. At least, for the limiting to certain players, see if you can find a script for the Arma 2 SecOp that can be adapted to the SSM. BTW, what is the main reason you want to use the SSM? I mean, they named it that because it really is simple. For instance, with an arty call, with the Arma 2 SecOp, you can have all the available arty options come up in the menu, like smoke, or adjust fire, etc. One more thing, and I assume you know this, but, you can use both the SSM and SOM, but not with the SOM option for SecOp.
  16. Yeah, shouldn't that work? Or another sleep behind the first spawn? A condition in the waypoint? A completion radius? An additional condition?
  17. Nope, no link. I accidently came across it one day, knew I would never even attemp it, so did not save the link.
  18. Ha, good one. I did not think about teleport. I will go try that. Thanks for your continued support. :) EDIT: It worked, but it did not work. Some units were still AWOL. Heh. A short sleep cured it, though. EDIT: OK. After a little more testing, this is what I settled with: SHK_pos = compile preprocessfile "RandomSpawn\SHK_pos.sqf"; player setPos ([getpos player, random 360, [25, 4500]] call SHK_pos); sleep 1; teleportedGroup = units group player - [player]; {_x setPosATL [getPosATL player select 0, getPosATL player select 1, 0];} forEach teleportedGroup; It works, but with a couple of troops 'getting there' a little slow. I am content, though. Waaay better than having to get rid of an uneeded waypoint at mission start. And, kylania, I am sure you know your stuff, but there was a missing ; . ... BTW, how did you come up with 070066?
  19. BTW, you can look through the Wiki. I believe there is a way to make custom SecOps, but it would take some mucho work (at least for someone like me).
  20. DARK-STEALTH, hi... you can also look at using the built-in 3d editor. Sorry, I do not use it and cannot remember the command. EDIT: In the main menu, use Alt+E to enter the 3d editor.
  21. The short answer... no... and yes, we know you mean module. :)
  22. Well, I cannot get 'it' to take my group with me. They are always left at the original placement position. I tried different variations of group and forEach, but no go. EDIT: Every SHK_pos script I find on the Internet has 'player' in it. ... Oooops, I posted again. Sorry.
  23. kylania, thanks. But, I need the syntax for using this with a group. I tried just using the group name, and then looked through the script. The first did not work, and I see nothing about group in the script. I am going to DL the shk original. Maybe there is something in there about groups.
  24. I guess you found BIS_ACM_0, etc. If you are referring to createCenter, that's not what it means. To save the trouble of the mission builder to createCenter, all he has to do is place a unit of the faction/side he is going to spawn, somewhere on the map. Anyway, creating center just means that the builder is 'establishing' an 'HQ' for that side/faction to use. It's prob explained better in the Wiki. Also, when you sync a unit/group to an ACM module, it does not matter where the sync, those two 'items', are located (within the valid grid of the map). That is the purpose of the BIS_ACM_setSpawnDistanceFunc. For instance if you have, [bIS_ACM, 500, 900] call BIS_ACM_setSpawnDistanceFunc; whether the synced unit/group is in the north, or the south, or wherever on the map, it will spawn at those distances, 500 to 900, from the synced unit/group. Now, of course, if a person has a stationary base, and the builder wants units to spawn around it, the synced unit would not be placed 3 klicks away. :) And yes, about custom classes, that is the best way to get control of what should spawn, or not. I mentioned it on the last page, and a few other times here and there, as have others. For some reason it seems many miss that option (when reading/searching the forum). However, there are some class cfg errors that raise there ugly head on occasion, in regards to spawning or not spawning a certain class.
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