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Found 7 results

  1. Looking for some help with the BIS Spawn AI Module. I can't find any documentation on how to set the faction beyond the vanilla ones (e.g., AAF, CSAT) or otherwise shape the spawns beyond the basic infantry/vehicle/armor/air options. I'd like to be able to at least set the faction, like to an RHS infantry type. Anyone know how to do this?
  2. 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
  3. I need help spawning a single classname specific infantry unit from a spawn AI module for sector control. Is there a script I need for the init box? Or is there a particular way I need to format a list of classnames in the blacklisted groups box? What I'm trying to do is have a particular spawn module spawn 1 single AI infantry unit of my choice (IE just a CSAT rifleman). That will capture sectors for a sector control mission I'm working on. If and when it's killed the module will simulate that AI "respawning" by spawning the same exact classname chosen for the AI.
  4. I;ve setten up a basic sector controll gamemode with 7 sectors and 3 spawn points for AI for bouth factions. Infantry, Motorized/Mechanized and armored. Problem occures when they spawn. They dont get the waypoint to attack a sector. I have everything set uip all modules down including the Spawn AI: Sector Tactics and heres the weird part. When i test it from the Eden Editor or when im hosting the game it works fine, but when i send it to my server and set it as a mission on it, it doesnt work. I've tried changing the location of the Sector tactic module, connecting it to sectors, to spawn AI modules, leaving it as it is not connected ot anything, nut nothing. Is there a server setting that could be interfeiring with the module or is it something wrong with the mission? Thanks.
  5. i have been working with the Spawn AI modules and such, and i have had moderete succsess with changing their loadouts in the expression field for custom factions using this line of code: spawnedGroup = _this select 0; { loadout = [_x, configfile >> "CfgVehicles" >> selectRandom ["SUD_NATO_Soldier_TL","SUD_NATO_Soldier_AR","SUD_NATO_Soldier_AT","SUD_NATO_Soldier_GL","SUD_NATO_Soldier","SUD_NATO_Soldier_Medic"]] call BIS_fnc_loadinventory; } forEach units spawnedGroup; My question is this: Is there a way to do the same with vehicles? I mean spawning a custom vehicle for it to be used as a standart part of the group.
  6. How to blacklist group? I'm using Spawn AI module and i want to blacklisted artillery groups so I writed "class OIA_SPGPlatoon_Scorcher""class OIA_SPGSection_Scorcher" in Blacklisted Groups. But Scorcher platoon was spawned. It is my writeing miss?
  7. Hi, are there any info on if BIS is planing to add support for 3d pary mods for the "Spawn AI" module in arma 3 ? Whould be grate to use mods like RHS and select faction to spawn.
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