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Found 1 result

  1. A simple script for ambient combat generation that you can put in a trigger. You can use any groups, vehicles or units. The default is CUP_RU vs CUP_US vs CUP_I_TK_GUE ambient combat. Changelog: v 1.4 Script now uses vanilla units. Here are CUP units from the previous script in case you need them: Script now should correctly despawn empty vehicles. (Not fully tested, if you encounter this bug with the new version of the script, DM me). Tasks module now has some inaccuracy in counting enemy units. Instead of saying "Enemy group has 4 infantry units" it will now say something like "2-6 units", making tasks less predictable. The inaccuracy is customizable in settings (_reconCountInaccuracy parameter). Script now runs every second - which gets rid of some bugs with condition testing. Script now supports arming unarmed units - e.g. for the "armed civilians" scenario. Fixed a bug with mission end in MP - script correctly uses BIS_fnc_endMissionServer now. [Experimental feature] Script now has an option to spawn units only out of sight. Only one player's sight is supported (the one that is returned by the _fnc_center) and it is not 100% guarantee in some cases - if you spawn groups close to the player, due to the sizes of groups some units might still spawn in sight (only group leader's position is expected to be out of sight). This feature is disabled by default. v 1.3 Fully tweakable spawning system. Want to be able to spawn 2 planes, 1 tank and 5 infantry units as one team? No problem - scripts supports custom arrays of units, groups or both. You don't need to specify Config paths to list units: only a class name (string) is enough. Added a default Insurgent faction (CUP_I_TK_GUE). Only sides defined by _zeusableSides will show up in Zeuses. See "Tweaking the Script". Added two functions that will stop or pause spawning if the condition is true. Refer to "Tweaking the Script" for examples. Added an option to guide units behavior by MCC instead of default patrolling logic. v 1.2 Planes! Planes can be spawned and will have a bigger boundary for despawning. Script is rewritten, bits of code are separated as functions. It became easier to change the center of spawn: change one line, not "search and replace". Comments! Triggers only support "comment" statements and crash when I try to add // or /* type of comments. Nevertheless, the script is a bit more readable now. Made it a bit easier to have several copies of the script. All the relevant info about the script is now at bohemia forums. v 1.1 Added task generation system. v 1.0 Script generates random groups and units, despawns them if they are too far, despawns dead bodies. Basic usage Put the script in a trigger ("on activation" field). Set condition to true. Name the player group's variable name "playerGroup". Tweaking the script This script is licensed by Arma APL. Feel free to improve it.
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