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Found 1 result

  1. AI Spawn Script Pack v1.15 What? Script pack that makes it fast and easy to add dynamic AI in your mission. AI group transported with chopper, paradrop group, militarized area, buildings filled with soldiers, and ambient combat! It has also caching functionality and lots of stuff to be customized. Download: AISSP 1.15.zip Online documentation and setup tools for all the scripts: v1.15 Documentation and setup tools How to install? Extract LV folder into your mission folder. Use setup tools in documentation or example missions to set it up on your mission. NOTE: All the classnames for AI comes from LV\config_aissp.hpp. Therefore you must include this into your missions description.ext: class aissp_configs { #include "LV\config_aissp.hpp" }; If you don't have description.ext in your mission, you can use the one I included in the zip. v1.15 Changelog Added Added new main script: AmbientExplosions. Added LV\LV_functions\LV_fnc_findPosition.sqf to handle position searching between distances from defined center(s) while avoiding defined areas and/or objects. Fixed Fixed a bug where ReinforcementChopper choppers dropped dead right after spawning (reason was UAV config entries in classname arrays where the script selected a chopper). Improved heli spawning in ReinforcementChopper. Changed ReinforcementChopper: parsing off chopper classnames which includes 'UAV' or 'Light'. ReinforcementChopper: using now bis_fnc_spawncrew instead of manually creating pilot (now chopper also has a crew instead of lonely pilot). 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. Ambient Explosions Creates explosions all around, avoiding units and areas you want it to avoid. Can be brought to scene by planes or artillery. 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 the chopper land exactly on target or will it find more suitable drop zone, how far it comes from, from what direction it comes from, will it unload infantry group straight away or will it react against possible threats before that, etc. 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 AI paratrooper group which will dropped from the sky by a chopper. Various options, for example distance, direction, flyheight, drop distance, parachute open altitude, target, and many more! FAQ
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