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#1 Posted at 2012-02-08 02:04        
     
sleep 10;
[1, acey] call BIS_ACM_setIntensityFunc;
[acey, 100, 850] call BIS_ACM_setSpawnDistanceFunc;
[0, .5, acey] call BIS_ACM_setSkillFunc;
[.5, 1, acey] call BIS_ACM_setAmmoFunc;
[acey, "GUE_Group", "GUE_Patrol", "GUE_AATeam", "GUE_ATTeam", "GUE_MotorizedGroup"] call BIS_ACM_addGroupClassesFunc;
["GUE", acey] call BIS_ACM_setFactionsFunc;
["ground_patrol", 1, acey] call BIS_ACM_setTypeChanceFunc;
["air_patrol", 0, acey] call BIS_ACM_setTypeChanceFunc;

I put this script into a file called "acm.sqf". In my init.sqf I put: [] execVM "acm.sqf";
In the editor I've synchronized the Ambient Combat Module to the squad leader (me). and Ive named the Module "acey".

Now it does spawn units, the problem is its spawning units of every faction, including OA units. Why isn't it just spawning guerilla units?

This post was edited by Fishhead (2012-02-08 02:15, 905 days ago)

Boom!!

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DarkXess  

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#2 Posted at 2012-02-08 04:19        
     
Try the ACM example mission here and it also does explain more how to use per faction etc...

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#3 Posted at 2012-02-08 05:12        
     
Still not quite working, I have this in my init.sqf file:
sleep 10;
/waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
waitUntil {BIS_ACM getVariable "initDone"};

//Sets frequency and number of patrols (0-1). BIS_ACM is module name
[1, BIS_ACM] call BIS_ACM_setIntensityFunc; 

//min max spawn distance
[BIS_ACM, 100, 850] call BIS_ACM_setSpawnDistanceFunc;

//factions to be spawned
[["GUE","INS"], BIS_ACM] call BIS_ACM_setFactionsFunc;

//Skill range for spawned units
[0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc;

//Amount of ammo spawned units possess
[0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc;

//Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

But its still spawning random factions, in the latest tests, CDF choppers, Russian T-90s, and Takistani Military infantry.

and I've renamed my module to "BIS_ACM".

Boom!!

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#4 Posted at 2012-02-08 07:52        
     
Did you try the example mission I linked you? You also did name that one above
"acey" right? if so thats why its not working, as in your code its named "BIS_ACM".

Try this one:

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

//Sets frequency and number of patrols (0-1). BIS_ACM is module name
[1, BIS_ACM] call BIS_ACM_setIntensityFunc;  

//min max spawn distance
[BIS_ACM, 300, 600] call BIS_ACM_setSpawnDistanceFunc;

//factions to be spawned
[["GUE", "INS"], BIS_ACM] call BIS_ACM_setFactionsFunc;

//Skill range for spawned units
[0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc;

//Amount of ammo spawned units possess
[0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc;

//Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;

Dont forget to name the module "BIS_ACM". That is probs what your doing wrong.

Also, here is a template to work from:

//The intensity value should be a Number between 0.0 and 1.0.
[<intensity | Number>, <ACM reference | Object>] call BIS_ACM_setIntensityFunc;

//Distances with the value -1 will leave the distance as it was.
//Distances with a value below -1 will reset to their defaults.
[<ACM reference | Object>, <minimum | Number>, <maximum | Number>] call BIS_ACM_setSpawnDistanceFunc;

//The skill values should be Numbers between 0.0 and 1.0.
[<minimum | Number>, <maximum | Number>, <ACM reference | Object>] call BIS_ACM_setSkillFunc;

//The ammo values should be Numbers between 0.0 and 1.0.
[<minimum | Number>, <maximum | Number>, <ACM reference | Object>] call BIS_ACM_setAmmoFunc;

//You can pass both actual CfgGroups Config entries or class name Strings.
[<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_addGroupClassesFunc;

//Passing an empty types Array will completely disable the custom database and switch back to the default.
[<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_removeGroupClassesFunc;

//Pick from: USMC, CDF, RU, INS, GUE.
[<factions | Array of Strings>, <ACM reference | Object>] call BIS_ACM_setFactionsFunc;

//When passing Arrays, these should contain the top-left and bottom-right coordinates.
[<ACM reference | Object>, <types | Array of Arrays and / or Markers and / or triggers>] call BIS_ACM_blacklistAreaFunc;

/*type must be one of "", "ground_patrol", "air_patrol".
Passing an empty type will reset back to the default pool.
Weights should normally be between 0 and 1.
A weight of -1 will remove that patrol type from the pool.*/
[<type | String>, <weight / chance | Number>, <ACM reference | Object>] call BIS_ACM_setTypeChanceFunc;

And using the wiki for all the commands etc for your liking to put in the code above.

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#5 Posted at 2012-02-08 08:46        
     
It looks liek the only difference in the code is the distances for spawning, and a space between "GUE", and "INS". I replaced your code with my code, and yes I had renamed my module to BIS_ACM. But in my latest test A Russian motorized unit spawned. It seems the choppers stopped though.

Boom!!

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#6 Posted at 2012-02-08 10:31        
     
Airpatrol is set to 0 thats why, set it to 1 or 2 and that should spawn choppers!
I have also been reading that using the GUE isnt working right, Only Russia and I
think CDF cant remember now.

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#7 Posted at 2012-02-08 11:22        
     
Well Russians in the forest wouldn't be so bad I suppose. Maybe I'll try the takistani militia, Im going for Vietcong lookalikes. But It says on the wiki that 1 is the maximum, does that mean 100% intensity? Could I increase that to 200% (2).

Boom!!

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#8 Posted at 2012-02-08 17:40        
     
I am not 100% sure mate, I dont use much ACM myself, you take a look at the wiki I linked you?
its got a massive read there and alot of information :-)

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Tags: Acm, Not, Spawning, Working