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Andi.1982

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Posts posted by Andi.1982


  1. 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

    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 ???

    SRY my English - I will work on !!!!


  2. HI ALL :yay:

    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 !!!! :yay:

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