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#1 Posted at 2011-10-29 15:19        
     
Hey guys, I'm new on the scene of Arma 2 scripting and I was wondering if you could please help me. I recently learn how to script selected Arma 2 groups into the ACM module and how to customize the module. However the other day I downloaded the fantastic "UNSUNG" Mod and now wish to spawn UNSUNG troops with the ACM rather then Russian Insurgents etc... I can't find the "group type" names for UNSUNG (in script) and I was wondering if anyone knew them or knows where to find them... (In fact for any custom troop group types)

This is the script I tend to use when using the ACM module for the normal Arma 2 troops (If you haven't used this before, feel free to give it a try, its great):

waitUntil {!isNil {myACM getVariable "initDone"}};
waitUntil {myACM getVariable "initDone"};

[1, myACM] call BIS_ACM_setIntensityFunc;
[myACM, 50, 400] call BIS_ACM_setSpawnDistanceFunc;
[["USMC","GUE","INS"], myACM] call BIS_ACM_setFactionsFunc;
[BIS_ACM, ["USMC_InfSquad", "USMC_FireTeam_AT"]] call BIS_ACM_addGroupClassesFunc;
[BIS_ACM, ["GUE_InfSquad", "GUE_InfTeam_AT"]] call BIS_ACM_addGroupClassesFunc;
[BIS_ACM, ["INS_InfSquad", "INS_MilitiaSquad"]] call BIS_ACM_addGroupClassesFunc;
["ground_patrol", 1, myACM] call BIS_ACM_setTypeChanceFunc;
["air_patrol", 0, myACM] call BIS_ACM_setTypeChanceFunc;

I wish to change the sides from USMC, GUE and INS to the UNSUNG sides but I can't because I don't know how to find the Group Types in script, so any suggestions are very welcome and thank you for reading this :)


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#2 Posted at 2011-10-29 15:53        
     
Anyways, welcome to Armaholic prs4ever111 *HI* (moved this to correct section too)

Hope this can help you,.. Here's a quote from the wiki:

When synchronizing to a group with multiple units it does not matter which unit you synchronize to.
Aesthetically it is recommend to sychronize to the group's leader.

AND:

When all units in the group die, the ACM will clean up and terminate.

Do you mean you want to customize the ACM? If so, here's how you do it:

BIS has created some predefined functions that you can use to customize the module.
What you have to do is call them, for example via you init.sqf. Basically, what you have
to do is to copy and paste the stuff bellow into your init.sqf: First you need to wait for the
module to initialize. To do so use the script bellow (assuming you've named your ACM as myACM):

waitUntil {!isNil {myFirstACM getVariable "initDone"}};
waitUntil {myFirstACM getVariable "initDone"};

This basically checks to see if the variable "initDone" exists in inbetween the variables
that are associated with your ACM. "initDone" will exist when initiation is done (I think).

Now, the customization:

To define the factions that you want to appear:

[[An array of the factions that you want to have], youre ACM's name] call BIS_ACM_setFactionsFunc;
for example: [[GUE, USMC, CDF,RU], myACM] call BIS_ACM_setFactionsFunc;

To set the skill range:

[min skill, max skill, youre module's name] call BIS_ACM_setSkillFunc;
for example: [0.2, 0.9,myACM] call BIS_ACM_setSkillFunc;

Note that the minimum possible skill is 0, whilst the max is 1.

To set the intensity (how many troops spawn, how quickly they respawn and etc.)

[Intensity, youre module's name] call BIS_ACM_setIntensityFunc;
for example: [0.5, myACM] call BIS_ACM_setIntensityFunc;

Note that the intensity, like the skill range, can be between 0 and 1

To set the spawning distance:

[Minimum spawning distance, Max spawning distance, youre module's name] call BIS_ACM_setSpawnDistanceFunc;
for example: [350, 700, myACM] call BIS_ACM_setSpawnDistanceFunc;

The distances are in meters (of course). Also note that this is only for ground units.
I don't know how to change the settings for air units.

Also I'm a bit confused by how you are supposed to define the group types.
However, for further reading you can look at the following wiki pages (which are actually quite good):

http://community.bistudio.com/wiki/A...Combat_Manager

http://community.bistudio.com/wiki/A...er_-_Functions
The link above shows you all the parameters you can use, including group range.

http://community.bistudio.com/wiki/A..._-_Group_types
This one gives you the groups types that you can use for ACM.

This post was edited by Foxhound (2011-10-29 16:14, ago)

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#3 Posted at 2011-10-29 16:04        
     
Thanks man, but I mean the factions. I want UNSUNG factions instead on e.g. Russian factions. I want the ACM to spawn vietnam VC patrols instead of Russian patrols. Do you know what I mean?


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#4 Posted at 2011-10-29 16:20        
     
# prs4ever111 : Thanks man, but I mean the factions. I want UNSUNG factions instead on e.g. Russian factions. I want the ACM to spawn vietnam VC patrols instead of Russian patrols. Do you know what I mean?

LoL ... of course I know what you mean, look for this line above "To define the factions that you want to appear:"
and then you change the faction name to the ones you want! that you will need to find in the configs of your units
etc,.. you know?

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#5 Posted at 2011-10-29 16:22        
     
Where do I find them?


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#6 Posted at 2011-10-29 16:47        
     
# prs4ever111 : Where do I find them?

Well, unless the readme has a classnames list or something like that, then you could ask the
creators! or... get the tool eliteness, unPBO the addon and then open up the config to see what
the faction is etc...

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#7 Posted at 2011-10-29 17:04        
     
Ok, I'll try that. Where can I that tool; have you got a link?


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#8 Posted at 2011-10-29 17:27        
     
This thread explains alot! I was only today giving a detailed guide on how to use it.
Look towards the bottom with my pics included too. :-)

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#9 Posted at 2011-10-29 21:17        
     
Could you simply tell me how to find the group types for the UNSUNG mod in script language like USMC infantry is USMC_InfSquad. There must be a simple way :/


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#10 Posted at 2011-10-29 21:59        
     
Simply save a test mission with the groups you want, open up the SQM mission file and find the names you are looking for.

"There is no avoiding war; it can only be postponed to the advantage of others."
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#11 Posted at 2011-10-30 05:03        
     
prs4ever111, I spent a whole lot of time helping you with my answers last night and all you want
is a simple way without even trying what I said. If you want a simple way then the ArmA series is
not a game for you to be playing. Go back to consoles and stick to headshots on stupid games like
halo etc if your not prepared to enter the world of realism gaming.

This post was edited by DarkXess (2011-10-30 10:57, ago)

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#12 Posted at 2011-10-30 16:53        
     
Well Pheonix above you has just given a nice simple way... Sorry but I enjoy playing the game rather then creating long winded solutions to easy problems. I've been playing Arma 2 since it came out and I think its the most fantastic game out there and I can't quite understand how me not having the time to read through very long winded articles means I'm not suited for the ARMA series...


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#13 Posted at 2011-12-24 23:19        
     
ACM.. If you find a solution please post it .. Having the same problem.

This post was edited by nimflip (2011-12-25 00:05, ago)


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#14 Posted at 2014-03-18 06:47        
     
# nimflip : ACM.. If you find a solution please post it .. Having the same problem.

The solution is going into the config and looking at what the Faction names are, group names, and class names. I have not been able to find any documents on the classes for the mod. I myself am working on a patrol ops 2 for this mod on one of the maps for my community.