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Showing results for tags 'spawnai'.
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How are SpawnAI Unit costs calculated?
Mr Elusive posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey BIS Forums, Can anyone explain how SpawnAI unit costs are actually calculated? I'm working on a mission using the SpawnAI modules. The SpawnAI modules have a manpower cap of 50 by default and I'd like to tweak it to spawn more/less units of different types (infantry, armor etc). According to the MP Support Guidelines on the BIS Wiki... a rifleman costs about 0.5 an AA/AT soldier about 6 a MRAP about 6 an APC about 12 a tank about 27 The page says the values are calculated using the cost and threat values defined in the unit's config. I admit I'm not great at math, but I just don't see how they came up with 0.5 as an answer using those two values. Example 1 - a standard NATO rifleman ("B_Soldier_F") and open up his entry in the config viewer: cost = 100000; threat[] = {0.8,0.1,0.1}; Example 2 - NATO AT Missile Specialist ("B_soldier_AT_F"): cost = 130000; threat[] = {0.8,0.8,0.3}; According to the guidelines these units should cost 0.5 and 6 respectively. Clearly I'm missing something, so can anyone tell me how unit costs are actually calculated? Thanks in advance. -
Spawning Specific classnames with Spawn AI Module
QQster posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Need to setVariable for spawned AI and vehicles
DeadCossack posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, I am developing a pretty ambitious mission for ARMA3 singleplayer. I made a lot of spawns of enemy units to decrease CPU loading on my mission. But I have a serious issue, I can't find a way to give these groups and vehicles a variable names for my triggers to work in case of their elimination and so on. Here is an example of my spawn script: _crewNE = []; _offroad1 = []; _mygroupNE = []; if (isServer) then { _crewNE = creategroup EAST; _OFFROAD1 = [getMarkerPos "vehicleNE", 140, "I_G_Offroad_01_F", _crewNE] call BIS_fnc_spawnVehicle; _wp1 = _crewNE addWaypoint [(getmarkerpos "vNE"), 0]; _wp1 setWaypointType "TR UNLOAD"; _wp1 setWaypointSpeed "FULL"; _wp2 = _crewNE addWaypoint [(getmarkerpos "vNE1"), 0]; _wp2 setWaypointType "SAD"; _wp2 setWaypointSpeed "FULL"; _mygroupNE = [getmarkerpos "vehicleNE", RESISTANCE, ["I_C_Soldier_Bandit_5_F","I_C_Soldier_Bandit_1_F","I_C_Soldier_Para_8_F"," I_C_Soldier_Para_4_F","I_C_Soldier_Para_3_F","I_C_Soldier_Bandit_4_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1a = _mygroupNE addWaypoint [getmarkerpos "vNE1", 0]; { _x setUnitPos "UP"; } forEach (units _mygroupNE); sleep .5; _mygroupNE1 = _mygroupNE; { _x assignAsCargo (_OFFROAD1 select 0); _x moveIncargo (_OFFROAD1 select 0);} foreach units _mygroupNE; };