Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

35 Excellent

About razzored

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. razzored

    Dynamic AI faction/side

    Any idea on how i could make all blufor units that spawn dynamically turn independent?
  2. Hello there! Im working on a large mission which requires many units in play, sadly arma 3 only has 4 effective factions (i know theres like another 10 tsemi useless factions for my purpose.) The players HAVE to be blufor and the police units are all blufor. I want a script that automatically changes their faction to Independent or attack blufor players? I've tried using EOS to spawn them using the "side" feature, but then they just kill eachother when they spawn, full selfinflicted squad masscass. What im looking for? EITHER Script that makes Blufor AI Attack and kill Blufor players (theres a script that changes us between civ and blufor depending on what we are doing, blufor = bad). Script that looks for and changes all AI Blufor or all AI from a certain classname array into Independent, every X second or something.
  3. Also im posting the other method i hinted at, its a simple script and may not be the most efficient one, but gets the job done. Add trigger Any player Present (Server only reccomended, unsure if it still work with that ticked though). Condition this && (player in thisList) or ({_x In thisList} count AllPlayers > 0) //unsure if this one will give good results OnAct Nul = execVM "DynamicAISpawnISS.sqf";
  4. Thank you and likewise! I will be celebrating early thanksgiving tomorrow actually, looking forward to some nice turkey and sweet mashed potatoes.
  5. Hello, It will take me some more time to make the changes and send back to you (lots of work, before chrismas vacation). However, to answer your question about factions, you need to define the classes in your "description.ext". Here's an example of custom WEST faction.
  6. Finally looked in mission and i will post a reply in a few hours.. situation is .. eh, ill tell you what to do, setting up respawns for the spawnAI module works differently. Also remember to setup a description if you want custom units.
  7. Hello! Do note, that when using spawnAI modules, you are either limited to vanilla units or you have to define mod groups in your description.EXT In my post history, you will find lots related to CFGclasses and AI module.. Here's an example. Credit to Larrow. Alternatively, you can also. Setup trigger with whatever conditions and activation. Set to "server only". Put this in OnAct: _grp1 = [getMarkerPos "spawn1", east, ["O_Soldier_SL_F", "O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_AR_F"],0] call BIS_fnc_spawnGroup; _wpt1 = _grp1 addWaypoint [getMarkerPos "move1",5]; _wpt1 setWaypointType "MOVE"; Place those invisible pink markers (forgot their names) and name it example; spawn1. //EDIT - They are called "system" markers. You can also remove the 2 bottom lines if you don't want them to have waypoints or add more. Cheers. PS. I also have a script that once trigger activated, spawns "random sized groups" from within a predefined array, around the players that will instantly start hunting players down. If that is more your alley.
  8. quick question, have you managed to make any ai respawn at all? so far? using your method. I noticed there are no scripts in the mission and I recall AI not being able to "respawn". Mind you at the time of writing this, I have yet to open the mission in the editor.
  9. Hmm, try to send your mission and i will have a look at the method you used, see if I can set a condition ect for Ai respawning 🙂 I'm working this entire weekend, so at best i'll be able to look at it tomorrow (Sunday) sometime, else it won't be until Monday 🙂
  10. razzored

    Random script selector.

    Also @Von Quest why did you pull the plug on Fuse? tried it out some time ago, was quite sad that it does not explode on a dedicated server and that... development stopped.
  11. razzored

    Random script selector.

    yeah, Ooga forgot wordy words. Luckily Vooga from Bonga tribe remembers.
  12. Great work! May i recommend an option to disable vehicles ect.
  13. JEEZ, sorry, i guess the site removed it, i could see it after posting, but now i cant. Lets try imgur instead.
  14. razzored

    Random script selector.

    Why does Arma have so many different commands to call a random string from an array.
  15. razzored

    Script Ideas

    Well here's a suggestion that would also benefit me (and anyone else who might need something like this) A mission script/sqf that when called, starts an objective like (go to a random place, choose 1 from array of predefined system markers ect) and kill a target or hack a computer or whatever. The script would not only have to create an objective but also ect spawn in units at or near target and spawn a trigger with trigger conditions, example "if pchacked then call mission1_success" not to mention spawn a pc with an addiction to set pcahacked true; Or if a mission to kill someone, it would need to spawn the target with a name, so the trigger can look if the target is alive or not. TLDR; Essentially a mission template framework.