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Found 10 results

  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
  2. So I use simple Spawn AI module in Arma 3 editor and the module is doing a good job what I want it to do. However. the AIs abandons the vehicles the moment it is being flipped or something ells, like broken tires. so my question for the community, how would you resolve this issue. I am new to editor and bad with scripts, so please, ad instructions how to ad a script or a solutions. (I did google this question, but they were very old threads, many were abandon or unclear instructions.)
  3. Hey guys, I've searched for while but I can't find any solution for my problem. I'm creating a training map for our clan and I want to include a dogfight training. I want to spawn a pool of enemy jets at one of a predefined position and it have to give the jet one of a predefined movepoint to circle until he detects the player. I'm not the fittest in sqf and that's what I created yet: Pool of enemy jets (included in "init.sqf"): I set 5 "empty markers" to spawn on and 5 to move on at the map and included them in "init.sqf": After that I wrote a script to pick all three randomly and set the variables in my "cas.sqf"-file: Until here it worked fine. The script picks randomly the units and positions. Now the problem is to spawn it in and there I depair. =( I tried it like that... _jet = [_randomAirSpawn, "0", _randomAirTarget, east] call BIS_fnc_spawnVehicle; ...and nothing happens. =( And after that I've no idea how to give a waypoint to "_jet". What am I doing wrong?
  4. I want to make a big Sector Control mission in the editor and then export to Singleplayer to play. I put a lot of Sector Control Modules on the map in the editor, I set Spawn AI Modules for BLU and OPF and exported to Singleplayer, in the beginning everything worked as it should, AI spawns, moves, fights with each other and conquers Sector Controls by map, then after I clicked Save & Exit to continue this mission later. But after reloading the save game I noticed that me and the AI (BLU and OPF) can´t capture Sector Controls. Sector Controls do not change color, they remain gray. The modules seem to have stopped working after the reload and need to be reactivated via script? How can I reactivate this? I wish I could save this mission so I could easily reload and continue later. Not that I have to play the whole mission in one piece. This is very important to me! If anyone can help, I will be very grateful.
  5. 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?
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. 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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