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Hexerie

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About Hexerie

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  1. Customizing The Warfare Aircraft Factory Part 1. You can use the link above and see what you can do.
  2. I found this gem and have been using it. Create a group and in the group leader's init put _script = group this execVM "PlaceInBuilding.sqf" Then copy the below script and name it PlaceInBuilding.sqf /* ================================================== ======================== Place infantry groups in buildings script ================================================== ======================== Credits: Original idea is by DaveP. Improved, reworked into SQF and changed to group positioning by [MB] DiRaven You can use, rework, change and enjoy this script anyhow you want. Still credit is appreciated. ================================================== ======================== Description: This script places desired group of infantry units into the nearest available buildings. ================================================== ======================== HowTo: Place group leader near building of choice, then: syntax for scripts: group execVM "PlaceInBuilding.sqf" syntax for init field for the leader of the desired group: _script = group this execVM "PlaceInBuilding.sqf" Extra info: - Removes hand grenades, otherwise dumb infantry try and throw a grenade from inside a building and frag themselves - Will delete group if no building position is found - Buildings id being searched near group leader's position - All members of the group are each joined into another newly created groups to prevent them from getting back into formation - You can change _check_distance variable to change search distance for entrable buildings ================================================== ======================== History: v0.1 - First version of the script. ================================================== ======================== */ if (isServer) then { _mode = ["YELLOW", "RED"] call BIS_fnc_selectRandom; _grp setBehaviour "AWARE"; _grp setCombatMode _mode; }; _group = _this; _leader = leader _group; _check_distance = 100; // Change this to tweak building searching distance _arr_buildings = nearestObjects [_leader, ["HOUSE"], _check_distance]; _buildingcount = count _buildings; _arr_positions = []; { _i = 0; _positions_checked = FALSE; while {not _positions_checked} do { _position = _x buildingPos _i; _coord_x = _position select 0; _coord_y = _position select 1; _coord_z = _position select 2; _coord_sum = _coord_x + _coord_y + _coord_z; if (_coord_sum == 0) then { _positions_checked = TRUE; } else { _arr_positions = _arr_positions + [_position]; _i = _i + 1; }; }; } foreach _arr_buildings; { _newgroup = createGroup side _leader; [_x] join _newgroup; if (count _arr_positions == 0) then { deleteVehicle _x; }; _position = _arr_positions select random count _arr_positions; _x setPos _position; _x setDir random 360; _x removeWeapon "HandGrenade_East"; _x removeMagazines "HandGrenade_East"; _x removeWeapon "HandGrenade_West"; _x removeMagazines "HandGrenade_West"; _x removeWeapon "HandGrenade"; _x removeMagazines "HandGrenade"; _x setUnitPos "UP"; } foreach units _group;
  3. Hexerie

    Ambient Combat Module

    Not sure if this has been said already or not. In the mission folder open the init and put the ACM toward the bottom. //ACM Settings ACM1 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 400, 400] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad", "TK_T72Platoon"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM2 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; [bIS_ACM2, ["US_RifleSquad", "US_DeltaPatrolATV", "US_DeltaPatrolHMMWV", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM3 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM3] call BIS_ACM_setIntensityFunc; [bIS_ACM3, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM3] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM3] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM3] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM3] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM3] call BIS_ACM_setTypeChanceFunc; [bIS_ACM3, ["US_RifleSquad", "US_DeltaPatrolATV", "US_MotorizedSection", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM4 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM4] call BIS_ACM_setIntensityFunc; [bIS_ACM4, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM4] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM4] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM4] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM4] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM4] call BIS_ACM_setTypeChanceFunc; [bIS_ACM4, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad", "TK_T55Platoon"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM5 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM5] call BIS_ACM_setIntensityFunc; [bIS_ACM5, 200, 200] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM5] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM5] call BIS_ACM_setSkillFunc; [0.2, 0.5, BIS_ACM5] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM5] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM5] call BIS_ACM_setTypeChanceFunc; [bIS_ACM5, ["TK_InfantrySquad", "TK_infantrySection", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad", "TK_InfantrySectionMG"]] call BIS_ACM_addGroupClassesFunc; }; The above code is what I'm using in my test missions. For more info see Ambient_Combat_Manager Guide Hope this helps.
  4. By playing a little bit on the sector fight example mission, is it possible (using the same form or variation) to create CTI/Warfare missions? I am new to this and will spend the next few days reading everything I can about DAC, but just wanted to know before hand if it is possible to create such missions.
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