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Posts posted by Andi.1982
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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 !!!!
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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 !!!!


Ambient Combat Module
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
No Idea for my problem?
Does anyone know an alternative script, which works in the same way like the acm modul?