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Andi.1982

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About Andi.1982

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core_pfieldgroups_3

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    Sport, ArmA, Scripting
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    Diplomand

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    very strong :D
  1. Andi.1982

    Ambient Combat Module

    No Idea for my problem? Does anyone know an alternative script, which works in the same way like the acm modul?
  2. Andi.1982

    Ambient Combat Module

    Yes the Script works - the script creates an acm-modul and sycronised it to the player... sry my english :D Same runs on server - but when the player, which is sycronised to acm, dies - the acm modul should been deleted. So you can create a new one with the same script. My script works after missin beginning. But when the player respawns - the script do not reinitalize the acm modul. I show you an example mission. CLICK TO DOWNLOAD I think the problem is this syntax_ BIS_ACM1 = "AmbientCombatManager" createvehiclelocal [0,0,0]; ...... But the syntax createunit "logic" doesnt work too !!!! Can sombody help me with my problem ??? SRY my English - I will work on !!!!
  3. Andi.1982

    Ambient Combat Module

    HI ALL I have problems to reinitialize or spawn the acm modul in my mission. i call it with a script !!! it works fine, after respawn of the player - i call it again - but it doesnt want to work in a correct way! sleep 10; //Create and Syncronize and Initialize ACM BIS_ACM1 = "AmbientCombatManager" createvehiclelocal [0,0,0]; BIS_ACM1 synchronizeObjectsAdd [player]; waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; waitUntil {BIS_ACM1 getVariable "initDone"}; waitUntil {!(isnil "BIS_fnc_init")}; [0.5, BIS_ACM1] call BIS_ACM_setIntensityFunc; //Sets the intensity of the ACM, in other words, determines how active it will be. Starts at 0 ends at 1.0, its been known to fail using 0.7 and 0.8 [bIS_ACM1, 300, 600] call BIS_ACM_setSpawnDistanceFunc; // This is the radius on where the units will spawn around the unit the module is sync'd to, 400m being the minimal distance and 700m being the maximum. Minimum is 1 I believe. [["INS"], BIS_ACM1] call BIS_ACM_setFactionsFunc; // This tells the ACM which faction of units it will spawn. In this case it will spawn Takistani Insurgents [0.2, 0.8, BIS_ACM1] call BIS_ACM_setSkillFunc; // This determines what the skill rating for the spawned units will be [0.2, 0.8, BIS_ACM1] call BIS_ACM_setAmmoFunc; // This sets their amount of ammo they spawn with ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; //If you want ground patrols then leave it as a 1, if you don't put a 0. They will use random paths ["air_patrol", -1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; // Same thing for air patrols [bIS_ACM1, ["INS_InfSquad", "INS_InfSquad_Weapons", "INS_MotInfSquad", "INS_MechInfSquad"]] call BIS_ACM_addGroupClassesFunc; // This determines which exact units will spawn from the group hint "ReInit BIS_ACM1"; I think the problem is this syntax_ BIS_ACM1 = "AmbientCombatManager" createvehiclelocal [0,0,0]; ...... But the syntax createunit "logic" doesnt work too !!!! Can sombody help me with my problem ??? :confused: SRY my English - I will work on !!!!
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