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AI Spawn Script Pack v1.0 Every now and then I find questions about this here on bistudio forums, so I thought I'd finally make a thread for it. What? Script pack that makes it fast and easy to add dynamic AI in your mission. AI group transported with chopper, para group, militarized area, buildings filled with soldiers, and ambient combat! It has also caching functionality and lots of stuff to be customized. Download: AISSP 1.0 AISSP 1.0 @ Armaholic Older: AISSP 0.90 NOTE with Version 1.0: One major change is that all the classnames for AI comes now from LV\config_aissp.hpp. Therefore you must include this into your missions description.ext: class aissp_configs { #include "LV\config_aissp.hpp" }; Flash app to setup calling lines: For version 1.0 For version 0.9 Online documentation: v1.0 v0.9 Fixes for v0.9 and older: Small fix for simpleCache: http://forums.bistudio.com/showthread.php?165089-AI-Spawn-Script-Pack&p=2588051&viewfull=1#post2588051 (in case you encounter issues with vehicle amount or too long delays on spawning/despawning) Simple fix for reinforcementChopper: http://kaartomedia.com/ARMA/reinforcementChopper.sqf (if chopper does not land?) by -=XTRA=- Fix for fillHouse: http://kaartomedia.com/ARMA/fillHouse.sqf (This makes fillHouse work with simpleCache! More about it: #369) Topic on Armaholic: http://www.armaholic.com/forums.php?m=posts&q=21499 SimpleCacheV2 by Na_Palm: http://forums.bistudio.com/showthread.php?174488-simpleCachev2-for-AISSP-(AI-Spawn-Script-Pack) With this you can define all militarize/fillhouse calls in separated file, caching works much faster and without starting delay! It's also quite simple to use, as you need only markers in editor. Main scripts: Ambient Combat Spawns random groups and vehicles around player/object and makes them patrol around it. You can define how many groups there is at the same time, how far they spawn, spawning delay, AI skill levels, do AI groups communicate, how far from "defined center" they dissapear, and other stuff. Every vehicle is counted as one group, so if 'groups' argument is set to 2, there might spawn only 2 vehicles, eventhough vehicles spawns with 30% probability. Once group is dead or distance between group and center object is more than defined max distance, group will be deleted and new one is created. Groups will spawn equally for all teams. You can also define markers where AmbientCombat wont spawn units and which it tries to avoid when patrolling. AmbientCombat can also be deleted with external script, which has it's own features to offer you different solutions. Militarize Fills area with units. You can define the area size, units side, does soldiers or ground vehicles or both spawn, will they stay still or patrol inside area, how much there will spawn units, AI skill levels, and other stuff. FillHouse Fills nearest building, OR all buildings in defined range, with soldiers. You can define side of soldiers, will they patrol or not, how will they patrol (only inside of building or also outside), spawning percentage, area radius, AI skill levels, and other stuff. ReinforcementChopper Spawns chopper which transports infantry group where ever you like and leaves after that. You can define side, does chopper land exactly on target or will it find suitable place, how far chopper comes from, from what direction it comes from, will it unload infantry group straight away or will it react against possible threats before that. And for infantry group you can choose its target, which can either be a single marker, array of markers (if so, you can set it also to cycle these markers), or unit/object, group size, AI skill levels, and other stuff. HeliParadrop Creates snazzy AI paradrop from chopper with various options, for example distance, direction, flyheight, drop distance, parachute open height, target, and many more! How to use? Extract LV folder into your mission folder. Use flash app, documentation or example missions to set it up on your mission. FAQ
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