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Found 3 results

  1. 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.
  2. 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.
  3. 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; };
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