Jump to content

DirtyDel

Member
  • Content Count

    101
  • Joined

  • Last visited

  • Medals

Posts posted by DirtyDel


  1. 11 hours ago, Harzach said:

    Again, what I posted was just an abstraction. If you are using it verbatim in a vehicle init, then you'll want to wrap it in a spawn or call.

    
    nul = [] spawn {
    	_posArray = [obj1, obj2, obj3, obj4, obj5];
    	_posObj = selectRandom _posArray;
    	_pos = getPosATL _posObj;
    	MyHVTUnit setPosATL _pos;
    };

     

    I was so close to achieving that on my own. I missed the brackets after =.


  2. 1 hour ago, Harzach said:

    The type of vehicle should make absolutely no difference.  How and where are you executing your code?

     

    In the HVT mission, I have 5 small objects (hidden/ no simulation) labeled as obj1-obj5. The script you provided is in the characters' init. The HVT spawns randomly at all 5 locations.

     

    In the laptop mission, I did the same, and placed the script in the laptops init, which prompts the "local variable in global space" error


  3. 32 minutes ago, Harzach said:

    Put all of your position objects in an array, select one randomly, then setPos your object/unit.

     

    An abstraction:

    
    _posArray = [obj1, obj2, obj3, obj4, obj5];
    _posObj = selectRandom _posArray;
    _pos = getPosATL _posObj;
    MyHVTUnit setPosATL _pos;

     

    Works absolutely fine with character model, but I'm getting global error (local variable in global space) for an object (laptop)


  4. I'm attempting to use markers to have an object in one mission (and a character in another mission) randomly spawn at marker positions using the "set random start" function. However, I can't edit the height of the markers (currently using empty markers). For example, a laptop or HVT spawning in a multiple story building. I searched the forum and found some marker array stuff, which I could not get to work. I'm seeking guidance from the blessed ARMA elders.


  5. On 9/28/2011 at 1:11 AM, jakerod said:

    I always used to group the helicopter a guy in the back of one of the trucks back in OFP. It looked pretty nice. Although the post above mine may be better for you. I don't really know how to do the whole dropoff thing other than maybe setting the flyinheight to 0 but that might be bad depending on what is below the chopper at the time and how fast it is flying.

    I did what this guy described this morning by grouping the heli to a member in the convoy vehicle, it worked perfect; the heli was circling the vehicle as the convoy moved. then I reloaded the mission to make changes and didnt save the original grouping, I cannot recreate this. I just spent two hours trying to figure this out. Anyone have any ideas? I keep having the heli command guy to disembark convoy and get in heli, or if higher ranking member is in convoy vehicle, the heli moves above it and stops all movement.

    • Like 1

  6. I did my fair share of searching before having to start a new thread. Basically, I have sector control game with ai_spawn modules and everything is working correctly with units spawned from the ai_spawn module counting as death tickets.

     

    However, I have editor-placed units on the map that are garrison units (their way point activates once a side's tickets are below a certain level- they move to the objective and stay). I cannot get these editor-placed units to count as tickets upon death. 

     

    I tried placed placing the following in the squads init:

     

    _unit addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];


  7. On 9/21/2019 at 12:01 PM, avibird 1 said:

    Need some help! 

    I am attempting to modify AIS wound system that will allow team switch to be used when a player is wounded. By default team switch is disabled. 

     

    I have it working for the most part. If a player gets wounded he can team switch into a new unit. The new unit  can move normal aim normal reload normal but can't use secondary weapons like rocket launches. The player loses the ability to revive drag carry and interact with the environment. The player in the new unit has a visual disturbance of a red Haze that will stay until the players original unit that is wounded is healed. 

     

    I don't have an issue with that I kind of like it. It forces the player to rescue his original unit if he wants a normal visual screen. The player is still limited with his use of secondary weapons and environment interaction. If the player Team switches into a AI unit that is wounded and that AI is being healed the player gets all functional back to use secondary weapons and interaction with the environment including the ability to revive other units. At the point the player can then move to revive his original unit which will get rid of the red Haze screen.

     

    What I would like to have is the ability to use secondary weapons following team switch into a new unit after the original unit is wounded. The reason is if I need to take out a piece of armor without the ability to use a AT weapon well game over.

     

    If anyone interested in helping me to continue to modify this Script and getting it to work a little better with team switch enabled please like me know. 

     

     

    I have a modified grimes simple revive script that allows this if you're interested. I can send it to you.

    • Like 1
    • Thanks 1

  8. Spoiler
    
    
    class CfgGroups {
    
        class west {
    
            class 91DesertArmy { //Name for your custom faction
    
                class Infantry {    //SpawnAI module looks for this class
                
                	class 91Armyrifle_4units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_B_USARMY_1991_Team_Leader_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_B_USARMY_1991_Grenadier_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
                    };
    
    				class 91Armysupport_4units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_B_USARMY_1991_Team_Leader_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_B_USARMY_1991_Machinegunner_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_B_USARMY_1991_Medic_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
                    };
    
    				class 91ArmyAT_4units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_B_USARMY_1991_Team_Leader_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_B_USARMY_1991_AT_Specialist_Dragon_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_B_USARMY_1991_Asst_AT_Specialist_Dragon_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
                    };
    
                    class 91Army_8units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_B_USARMY_1991_Squad_Leader_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "LIEUTENANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_B_USARMY_1991_Team_Leader_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_B_USARMY_1991_Automatic_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_B_USARMY_1991_Asst_Auto_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit4 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_AT_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit5 {
                            vehicle = "CFP_B_USARMY_1991_Medic_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit6 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit7 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
    
                    };
                    
                    class 91Army_RIFLE8units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_B_USARMY_1991_Squad_Leader_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "LIEUTENANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_B_USARMY_1991_Team_Leader_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_B_USARMY_1991_Machinegunner_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_B_USARMY_1991_Asst_Machinegunner_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit4 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit5 {
                            vehicle = "CFP_B_USARMY_1991_Medic_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit6 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit7 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
    
                    };
                  };
    
                class Motorized {};     //SpawnAI module looks for this class for
                
                class Mechanized {};    //SpawnAI module looks for this class
                
              class Armored {		 	//SpawnAI module looks for this class
              	
              		class Abram {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_B_USARMY_1991_M1A1_Abrams_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_B_USARMY_1991_Crewman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_B_USARMY_1991_Crewman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_B_USARMY_1991_Crewman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
              	
              		};       
            	};
    
    	class east {
    
            class Iraq { //Name for your custom faction
    
                class Infantry {    //SpawnAI module looks for this class
    
                	class Iraq_Rifle_4units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_O_IQARMY_Squad_Leader_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_O_IQARMY_Grenadier_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
                    };
    
                    class Iraq_AT_4units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_O_IQARMY_Squad_Leader_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_AT_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_AT_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
                    };
                    
                    class Iraq_Support_4units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_O_IQARMY_RG_Team_Leader_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_O_IQARMY_RG_Medic_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_O_IQARMY_RG_Machine_Gunner_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
                    };
                    
                     class Iraq_Rifle_8units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_O_IQARMY_Squad_Leader_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "LIEUTENANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_O_IQARMY_Rifleman_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_O_IQARMY_Rifleman_AT_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_O_IQARMY_Medic_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit4 {
                            vehicle = "CFP_O_IQARMY_Machine_Gunner_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit5 {
                            vehicle = "CFP_O_IQARMY_Auto_Rifleman_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit6 {
                            vehicle = "CFP_O_IQARMY_Sniper_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit7 {
                            vehicle = "CFP_O_IQARMY_Grenadier_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
    
                    };
                    
                    class Iraq_Rifle_RG_8units {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_O_IQARMY_RG_Team_Leader_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "LIEUTENANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_O_IQARMY_RG_Rifleman_AT_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_O_IQARMY_RG_Medic_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit4 {
                            vehicle = "CFP_O_IQARMY_RG_Machine_Gunner_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -10, -10, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit5 {
                            vehicle = "CFP_O_IQARMY_RG_Asst_Machine_Gunner_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit6 {
                            vehicle = "CFP_O_IQARMY_RG_Sniper_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
                        
                        class unit7 {
                            vehicle = "CFP_O_IQARMY_RG_Grenadier_01";    //Class name of unit/vehicle
                            side = 0;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 15, -15, 0 }; //offset position unit spawns from spawn point
                        };
    
                    };
    
                };
    
                class Motorized {};     //SpawnAI module looks for this class for
                class Mechanized {};    //SpawnAI module looks for this class
                class Armored {};       //SpawnAI module looks for this class
                           
            };
        };
    };

     

     


  9. 28 minutes ago, Harzach said:

    And?

     

    13 minutes ago, Harzach said:

    You need to put the word "class" in front of your group classname.

    
    class Abram

    In the snippet from your config above, it is not there.

    
    class Armored {
    
    		Abram {    //Can be called anything, name used for blacklisting

     

    So I had deleted before I wrote it back into my first post in this thread, that's why there was small errors including ". the following is what I have now and its still now working:

     class Armored {
               
              		class Abram {    //Can be called anything, name used for blacklisting
    
                        class unit0 {
                            vehicle = "CFP_B_USARMY_1991_M1A1_Abrams_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";           //rank name from CfgRanks
                            position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                        };
    
                        class unit3 {
                            vehicle = "CFP_B_USARMY_1991_Grenadier_Des_01";    //Class name of unit/vehicle
                            side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";           //rank name from CfgRanks
                            position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                        };
                        
                    };      
            	};
    
    
    	class east {
    
            class Iraq { //Name for your custom faction

    I Don't know how to properly make a vehicle group. looking for guidance.


  10. 16 minutes ago, Harzach said:

     

    class CfgGroups {
    
        class west { //Side, must be one of East, West or Indep for spawnAI module to recognise it
    
            class myCustomFaction { //Name for your custom faction
    
                class Infantry {    //SpawnAI module looks for this class
    
                    class myCustomInfGroup {    //Can be called anything, name also used for blacklisting
    
                        class unit0 {
                            vehicle = "rhsusf_army_ocp_squadleader";    //Class name of unit/vehicle
                            side = 1;                                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";                          //rank name from CfgRanks
                            position[] = { 0, 0, 0 };                   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "rhsusf_army_ocp_rifleman";   //Class name of unit/vehicle
                            side = 1;                               //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";                       //rank name from CfgRanks
                            position[] = { 5, -5, 0 };              //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "rhsusf_army_ocp_rifleman";   //Class name of unit/vehicle
                            side = 1;                               //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";                       //rank name from CfgRanks
                            position[] = { -5, -5, 0 };             //offset position unit spawns from spawn point
                        };
    
                    };
                };
    
                class Motorized {};     //SpawnAI module looks for this class
                class Mechanized {};    //SpawnAI module looks for this class
                class Armored {};       //SpawnAI module looks for this class
            };
        };
    };

     class myCustomInfGroup { //Can be called anything, name also used for blacklisting


  11. class Armored {
    		
    		Abram {    //Can be called anything, name used for blacklisting
    
                                class unit0 {
                                    vehicle = "CFP_B_USARMY_1991_M1A1_Abrams_Des_01";    //Class name of unit/vehicle
                                    side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                                    rank = "LIEUTENANT";           //rank name from CfgRanks
                                    position[] = { 0, 0, 0 };   //offset position unit spawns from spawn point
                                };
    
                                class unit1 {
                                    vehicle = ""CFP_B_USARMY_1991_Crewman_Des_01"";    //Class name of unit/vehicle
                                    side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                                    rank = "SERGEANT";           //rank name from CfgRanks
                                    position[] = { 5, -5, 0 };  //offset position unit spawns from spawn point
                                };
    
                                class unit2 {
                                    vehicle = ""CFP_B_USARMY_1991_Crewman_Des_01"";    //Class name of unit/vehicle
                                    side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                                    rank = "PRIVATE";           //rank name from CfgRanks
                                    position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point
                                };
    
                                class unit3 {
                                    vehicle = ""CFP_B_USARMY_1991_Crewman_Des_01"";    //Class name of unit/vehicle
                                    side = 1;                   //index of unit side being [ east, west, independent, civilian ]
                                    rank = "PRIVATE";           //rank name from CfgRanks
                                    position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point
                                };        
    
    			};
       
    		};    

     


  12. On 1/4/2019 at 5:10 AM, Larrow said:

    The spawnAI module uses CfgGroups to decide what  to spawn. Dependent on the side and faction chosen it will look under these for Infantry, Motorized, Mechanized and Armored all which contain several defined groups of which it uses to spawn.

    The problem with custom addons like RHS is that they do not follow the BI naming conventions. Luckily the scripts for the module use BIS_fnc_loadClass, so it looks for CfgGroups in missionConfigfile, then campaign and finally global config.

    So you will need to make up your own groups from RHS assets within the description.ext.

     

    description.ext

    
    class CfgGroups {
    
        class west { //Side, must be one of East, West or Indep for spawnAI module to recognise it
    
            class myCustomFaction { //Name for your custom faction
    
                class Infantry {    //SpawnAI module looks for this class
    
                    class myCustomInfGroup {    //Can be called anything, name also used for blacklisting
    
                        class unit0 {
                            vehicle = "rhsusf_army_ocp_squadleader";    //Class name of unit/vehicle
                            side = 1;                                   //index of unit side being [ east, west, independent, civilian ]
                            rank = "SERGEANT";                          //rank name from CfgRanks
                            position[] = { 0, 0, 0 };                   //offset position unit spawns from spawn point
                        };
    
                        class unit1 {
                            vehicle = "rhsusf_army_ocp_rifleman";   //Class name of unit/vehicle
                            side = 1;                               //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";                       //rank name from CfgRanks
                            position[] = { 5, -5, 0 };              //offset position unit spawns from spawn point
                        };
    
                        class unit2 {
                            vehicle = "rhsusf_army_ocp_rifleman";   //Class name of unit/vehicle
                            side = 1;                               //index of unit side being [ east, west, independent, civilian ]
                            rank = "PRIVATE";                       //rank name from CfgRanks
                            position[] = { -5, -5, 0 };             //offset position unit spawns from spawn point
                        };
    
                    };
                };
    
                class Motorized {};     //SpawnAI module looks for this class
                class Mechanized {};    //SpawnAI module looks for this class
                class Armored {};       //SpawnAI module looks for this class
            };
        };
    };

    SpawnAI Module init

    
    this setVariable[ "side", "West", true ]; //Must be one of East, West or Indep for spawnAI module, Case and spelling are important!!!
    this setVariable[ "faction", "myCustomFaction", true ];

    TEST_MISSION

     

    Create groups as needed for each subclass Infantry, Motorized, Mechanised etc see BI's CfgGroups in config viewer to get an idea of how to set out.

     

    Following your instructions, I was able to get this working with infantry on both sides; however, I'm seriously struggling with mechanized and armor.

     

    How do I do this the entries in "Class Motorized {}:" , "Class Mechanized {};" , and "Class Armored {};"  ???

     

    I tried the same format as infantry with unit0 being the tank itself, but none of it is working.

     

    Thanks for all the help, I really benefited from all of this, so did the guys I play with.

     

     


  13. 2 hours ago, 0Y0 said:

     

    I do not quite understand what you want)

    But without a medical system, this does not work)

    Is it possible that you could add an option to disable your revive system and keep the helmet, gun, flee behavior? basically, once someone goes down, they are vanilla dead.

     

    OR, you could make an option that disables death and puts players into the incapacitated state. I hope to see AI revive players soon.

     

    also, i've tried to help you with translation before. "Contusion" = bruise.  You want to use "Concussion". 


  14. On 8/4/2019 at 12:57 PM, sabot10.5mm said:
      Reveal hidden contents
    
    
    EOS_Spawn = compile preprocessfilelinenumbers "eos\core\eos_launch.sqf";Bastion_Spawn=compile preprocessfilelinenumbers "eos\core\b_launch.sqf";null=[] execVM "eos\core\spawn_fnc.sqf";onplayerConnected {[] execVM "eos\Functions\EOS_Markers.sqf";}; 
    VictoryColor="colorGreen"; // Colour of marker after completion 
    hostileColor="colorRed"; // Default colour when enemies active 
    bastionColor="colorOrange"; // Colour for bastion marker 
    EOS_DAMAGE_MULTIPLIER=1; // 1 is default 
    EOS_KILLCOUNTER=true;  // Counts killed units 
    /* 
    UNIT SIZE PER GROUP
     0 = 1
     1 = 2,4
     2 = 4,8
     3 = 8,12
     4 = 12,16
     5 = 16,20
     */
    { 
    if (["EOS_MARKER", _x] call BIS_fnc_inString) then  
    { 
    _xcargo=3; //max units in cargo
    _maxVh=3;  //max amount of vehicles
    _maxGp=8;  //max amount of groups
    _maxUt=2;  //max amount of units per group 
    _minUt=0;  //min amount of units per group
    _mkrSz=(getMarkerSize _x#0) + (getMarkerSize _x#1); 
    _grps =  round(linearConversion [0,1000,_mkrSz,1,_maxGp,false]); 
    _vehs =  round(linearConversion [0,1000,_mkrSz,0,_maxVh,false]); 
    _vcarg = round(linearConversion [0,1000,_mkrSz,0,_xcargo,true]); 
    _grpSz = round(linearConversion [0,1000,_mkrSz,_minUt,_maxUt,true]); 
    _prob =  round(linearConversion [0,1000,_mkrSz,0,100,true]); 
    [[_x],[_grps,_grpSz],[_grps,_grpSz],[_maxVh,_vcarg,_prob],[_vehs,_prob],[_vehs],[_vehs,_vcarg,_prob],[0,0,400,EAST,FALSE]] call EOS_Spawn; 
    }; 
    }foreach allmapmarkers;

     

    OpenMe.sqf

    this script gets all markers named "eos_marker", and changes the groupsize. unitsize, vehiclesize and cargosize based on the size of the marker; then it calls eos_spawn for each marker.

     

     

     

    Wow man, this is incredible. What adjustments did you make to core in the 8/10/19 post? or is that including the auto feature in video? also can you help me with bastion? i still cant figure out why its ending the mission when the last wave is completed.

     

    does anyone know how to integrate grimes simple revive script into eos?


  15. 18 hours ago, zagor64bz said:

    Although I never use the bastion, I tested it, and it's working for me.

    I figured it out. I attempted to edit out the ai skill and deleted another component that was causing issues.

     

    does anyone know how to remove the "mission completed" in a bastion zone? I have my mission where we go into a hot zone and clear before moving on in the scenario; however, once we clear the last wave in the bastion zone, the mission is ending with "mission completed". I can't figure out how to stop it. any thoughts?


  16. On 7/22/2019 at 6:40 PM, genesis92x said:

     

    Oh boy! Something is going wrong there! I've been playing Dissension with ~100 AI going at it with over 60 FPS and 40-50 FPS serverside, not sure what is going on 😐

    Been playing with a small squad of people, and we have had improved performance from the last version.

     

    Make sure you updated the userconfig folder, and not running anything twice. I would delete the old Vcom completely and paste in the new code. Double-check .rpt logs for errors messages that might give you a clue as to what is going on.

    Is it possible a map like fallujah, with a ton of buildings / alleys, has an effect on performance due to the script? i have tested on different maps and fallujah tends to bog down as soon as the fist shot is fired.


  17. 2 hours ago, zagor64bz said:

    Tested..and it still works as it's supposed too,  mate.

     

    To test this I did (in VR):

    - I placed a BLUFOR squad down

    -placed a gamelogic named "server"

    -placed a marker named "marker01"

    -placed a trigger with activate> BLUFOR> present,  with on Act: 

    
    null = [["marker01"],[2,0,75],[5,2,90],[2,1,75],[1,1,75],[0],[0,0],[5,1,500,EAST,FALSE,FALSE]] call EOS_Spawn;

    -create a "init.sqf" file with 

    
    [] execVM "eos\OpenMe.sqf";

    -pasted the EOS folder in the mission folder

    -opened the OpenMe.sqf file and erased the unnecessary parts, which should look like this at the end:

    
    EOS_Spawn = compile preprocessfilelinenumbers "eos\core\eos_launch.sqf";Bastion_Spawn=compile preprocessfilelinenumbers "eos\core\b_launch.sqf";null=[] execVM "eos\core\spawn_fnc.sqf";onplayerConnected {[] execVM "eos\Functions\EOS_Markers.sqf";};
    /* EOS 1.98 by BangaBob 
    GROUP SIZES
     0 = 1
     1 = 2,4
     2 = 4,8
     3 = 8,12
     4 = 12,16
     5 = 16,20
    
    EXAMPLE CALL - EOS
     null = [["MARKERNAME","MARKERNAME2"],[2,1,70],[0,1],[1,2,30],[2,60],[2],[1,0,10],[1,0,250,WEST]] call EOS_Spawn;
     null=[["M1","M2","M3"],[HOUSE GROUPS,SIZE OF GROUPS,PROBABILITY],[PATROL GROUPS,SIZE OF GROUPS,PROBABILITY],[LIGHT VEHICLES,SIZE OF CARGO,PROBABILITY],[ARMOURED VEHICLES,PROBABILITY], [STATIC VEHICLES,PROBABILITY],[HELICOPTERS,SIZE OF HELICOPTER CARGO,PROBABILITY],[FACTION,MARKERTYPE,DISTANCE,SIDE,HEIGHTLIMIT,DEBUG]] call EOS_Spawn;
    
    EXAMPLE CALL - BASTION
     null = [["BAS_zone_1"],[3,1],[2,1],[2],[0,0],[0,0,EAST,false,false],[10,2,120,TRUE,TRUE]] call Bastion_Spawn;
     null=[["M1","M2","M3"],[PATROL GROUPS,SIZE OF GROUPS],[LIGHT VEHICLES,SIZE OF CARGO],[ARMOURED VEHICLES],[HELICOPTERS,SIZE OF HELICOPTER CARGO],[FACTION,MARKERTYPE,SIDE,HEIGHTLIMIT,DEBUG],[INITIAL PAUSE, NUMBER OF WAVES, DELAY BETWEEN WAVES, INTEGRATE EOS, SHOW HINTS]] call Bastion_Spawn;
    */
    VictoryColor="colorGreen";	// Colour of marker after completion
    hostileColor="colorRed";	// Default colour when enemies active
    bastionColor="colorOrange";	// Colour for bastion marker
    EOS_DAMAGE_MULTIPLIER=1;	// 1 is default
    EOS_KILLCOUNTER=true;		// Counts killed units

    NOTHING ELSE IN IT!!!!

     

    Start mission>when I walked in the trigger area the enemy spawned as intended.

     

    I hope this helps mate.

     

    EDIT: I know it sounds stupid for me to say this, as you already know, but....NOTE that the enemy spawns in the marker area, not in the trigger area.

     

     

    good news. that means i ave something inherently work with my eos script. can you tell me if a bastion trigger is working correctly on your system.

×