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#1 Posted at 2010-11-20 21:05        
     
Im making a defense mission in OA on the Desert map.

Anyway, ive been searching for a week and been doing trial and error but i cannot seem to find a way to make the OPFOR spawn in waves to attack the base. I want the waves to have a mixture of infantry, vehicles, and eventually helicopters. However i cannot seem to get this to work, ive downloaded ai scripts from the downloads sections but they don't seem to get what they want. It would also be nice if i can get the waves to spawn on demand (like, I add the script to AddAction to a unit/object and just enable it form there).

Reading things like this will only waste your time...

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#2 Posted at 2010-11-20 21:29        
     
Yeh i would like something exactly like that too ;)

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#3 Posted at 2010-11-21 00:24        
     
Here a way to do it. Get a small group have them walk to the base then a med group have them walk then Big group have them walk.

With cars just put like 1 in small group other group put like 4 then 10

choppers dont put any in 1st group 2nd group maybe one last group put 4-5 or some thing like that. Thats how i did it and it works great


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#4 Posted at 2010-11-21 01:32        
     
well you could (without scripts) set a trigger surrounding your "defensive perimeter"; set it to opfor not present, and after the first group move into the trigger area and die, the trigger will activate; now alls you have to do is synchronise that trigger with your 2nd groups first waypoint, and so on with the other groups.

I'm not sure if it would work if set to repeatedly (in the trigger settings) so I would put down multiple triggers and sync with the next and so ons first waypoint.

Though this also might engage all of the groups waypoints to trigger, therefore in the condition field put !alive groups name.

To name a group put the below code in the group leaders init, Note: the name can be anything, mine is just an example.

grp_alpha=group this;

where alpha is; this can be changed to what you desire.


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#5 Posted at 2010-11-21 02:06        
     
Here's how i would do it
http://uploading.com/files/8mmcemfa/Wave%2BAtack.zip/ <-- Demo Mission
^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^

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#6 Posted at 2010-11-21 08:40        
     
Thanks for the responses! Ill try and get back with results, thanks for mission CoDhater.

EDIT Ah i see the way Zero and CoDhater is trying to put it but i dont want the ai to be SPAWNED yet as i want larger waves so it can be a long battle but they won't already be spawned so it doesnt lag the server. I think if someone is able to provide me with a script to spawn groups of ai i can try to work from there to get them to spawn in waves.

This post was edited by Ace0spades (2010-11-21 09:11, ago)

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#7 Posted at 2010-11-21 12:20        
     
Ditto your edit

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#8 Posted at 2010-11-23 03:26        
     
Hmm after some searching i've found this script. Ill give it a go when i have the chance and see how it works out...

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#9 Posted at 2012-02-17 14:29        
     
Hate to bump an old topic, but any joy with this?

Don't judge me... but I'm looking for something with waves akin to COD's survival mode.

I know COD is a very verboten word in our community, but I'd like a survival mode with Arma. Survival + Ultra realism = superb..

Thanks


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#10 Posted at 2012-02-17 19:55        
     
The Hard Way - Editor Only
A marker called "marker1" - the spawn point
Create an Opfor Leader Unit - place him "behind" the player (he'll be hidden so no-worries)
He is placed behind player, so player is between Opfor leader and and trigger area,
This makes the spawned units move toward the player as they try to re-group with this leader

init: CODgroup=group this;this enablesimulation false;this hideobject true

Create a Module - Game Logic
Name : CODarray
Init : CODarray=["RU_Soldier","RU_Soldier","RU_Soldier","RU_Soldier","RU_Soldier","RU_Soldier"]

create multiple triggers along the player path - Blufor,Present,Once,
OnActivation:

format["%1",CODarray select (round(random 5))] createUnit[(getMarkerPos "marker1"), CODgroup, "", 0.6, "PRIVATE"];[playerside,"HQ"] sidechat "SPAWNING"


The Easy Way - Scripting
Two Markers - AmbStart & AmbEnd, called from script or tigger with : null = [] execVM "ambushspawn.sqf"
This is better because the Enemy spawn as a group (as many as you want) and head for the Ambush Location



In AmbushSpawn.sqf, you could use a Variable instaed of (Alive Player} to stop the spawning.
But anyway, this was an editing question. So I'm just illustrating how much easier it is with scripts.

See Island Twilight by Rocket for the above example of these Ambush Scripts

....that's all folks....!

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#11 Posted at 2012-02-18 02:24        
     
Thanks palyarmerc for the response, but I must say that I'm a complete novice at this scripting/editing stuff.

I can make groups and add 'move' waypoints, that's about it.

Any chance you could break it down in to total layman terms?

Thanks


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#12 Posted at 2012-02-18 02:42        
     
Well, not really. (the above was broken down for simplicity)

1. To Start with you really MUST read Mr Murray's Editing Guide.
2. Learn how to de-pbo usermade missions. One's with stuff in you like (not OA stock - and nothing too fancy)
3. Learn how to add some basic scripts and export as pbo.

To be honest the editor exists, but mission making isn't for everyone.

....that's all folks....!

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#13 Posted at 2012-02-22 20:22        
     
I've had a look at the manual and also the Arma 2 Editor Manual as well as the official Wikis, but I don't even know where to begin here.

I know triggers will be required, IE; the player spawns with his team at x with a trigger at y where the enemy force spawns, wave 1 comes and gets gunned down, trigger activates, wave 2 spawned at y, repeat.

Though I have absolutely zero idea what any of the commands are called that would make that all happen.

I also have zero idea as to how to define exactly what will be in the wave. Ideally, wave 1 is a bunch of numpties with AKs and wave 5/6 is light armour, 10/12 heavy armour, 15+ having helicopters etc etc etc.

Where should I be looking to learn how to build such a mission? Perhaps the waves can be controlled by the radio? IE, 0-0-1 being 'next wave'. Ideally, though, it would give you 30 seconds between each wave to rearm.

Thanks.

EDIT: I have found this; http://www.armaholic.com/page.php?id=6197 ; which is exactly how the respawning should occur.

Though it has 1 problem, in that, the next group will only respawn if the entire previous group is dead. If one guy is crawling around injured, nothing happens until he dies. It's not practical to run out maybe 200 meters to kill one guy, to run back before the next respawn.

Can this be changed somehow so that the logic is if injured then respawn, as opposed to if dead[?

Secondly, can it be edited so as to increase the size of the respawned group each time? with set variables for certain respawns? IE, at respawn #5, then an APC will appear too..?

This post was edited by pauldewilson (2012-02-22 21:57, ago)


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#14 Posted at 2012-02-23 01:38        
     
Editor based AI script by trigger v8b

http://www.armaholic.com/page.php?id=7075
this has 2 demos for editor






Tags: Ai, Attack, Spawn, Wave