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#1 Posted at 2019-02-21 02:10        
     

GF Auto Population Script - Mod

by


GEORGE FLOROS [GR]



Description:

GF Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !


Installation / Usage:

For usage instructions and information of how to use the GF Auto Population Script - Mod please refer to the included documentation and/or example mission.

Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission.

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++
https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/


Notes :

GF Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite ,
according the selected spawn distance and the max number of enemy.
It is created with a concept of , players being in a hostile territory.
The intention of this Script - Mod ,
is to be played alone or even boost your mission and enchase generally the game play.
There is a variety , over 75 different spawn possible settings ,
from spawning a single unit , transported infantry with land vehicles and helicopters , attacking planes , speed boats patroling ,
divers and every kind of spawn possibillity , except UAV and drones.
There are arrays , for the Units used , where everything is sorted from every possible type and usage of infantry and vehicles,
in order to change them easy , to your faction desired enemies , like CUP and RHS or Custom etc.
There is no editing needed in the 3d editor with markes , triggers etc.
It's created in mind , to be as configurable as possible , easy to read , use and edit.
There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance.
There are options about the spawn positions of the units.
There are Safe distances and Blacklist Zones , from players and spawned units .
Everything will be total random , according the selected options and the spawn settings.
Get prepared for anything ,
because the enemy will defend and attack , patrol , reckon , garrison for the infantry and the same , for all the type of vehicles units as well.

There is a Script and a Mod version available.
The Mod version , is using a userconfig , to set your desired settings.

For the Script version :

To adjust the settings :
GF_Auto_Population_Settings.sqf

and for the spawn types :
GF_Auto_Population_Spawn_Settings.sqf


For the Mod version :

userconfig Installation :

Place the "userconfig" folder into your Arma 3 main folder.
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.
There are also incuded 2 scipts:
GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/
GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/

DO NOT use with :
ZBE_Cache AI and Vehicle caching script/addon


Credits and Thanks to :

Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .


Changelog:

2.2
Fixes for :
the Position scripts , Spawn settings and the Location settings , Enemy spawn scripts and minor fixes.
Changes on the Mod Userconfig files and Settings.
Code optimization.

v2.1
Fixed the Userconfig settings for the Mod version.

v2.0
Fixed working in SP.
Dynamic simulation is available to save the FPS and increase , also the max spawn unit number.
Uavs , Drones and Ugvs spawn, is now available.
A lot of code fixes and code optimization.
Added some extra settings.

v1.0


Forum topic:
- BI forums https://forums.bohemia.net/forums/topic/221987-gf-auto-population-script-mod/





This post was edited by [GR]FLOROS G (2019-03-10 14:41, 217 days ago)


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#2 Posted at 2019-02-21 09:18        
     
Thanks for the new release!
News is up and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#3 Posted at 2019-02-21 15:33        
     
Thank you very much Foxhound !


.


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#4 Posted at 2019-02-21 21:50        
     
Thanks for the new update!
News is up and you can find our mirror here:



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#5 Posted at 2019-02-28 19:33        
     
Thank you Foxhound !


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#6 Posted at 2019-03-01 20:03        
     
Changelog:

v2.0
Fixed working in SP.
Dynamic simulation is available to save the FPS and increase , also the max spawn unit number.
Uavs , Drones and Ugvs spawn, is now available.
A lot of code fixes and code optimization.
Added some extra settings.


Author Message


Posts: 20630
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Level: Super Admin

Country: nl
Location: The Netherlands
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Age: 43
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#7 Posted at 2019-03-02 11:01        
     
Thanks for the new update mate!
News is up and you can find our mirror here:




About the BI forums post.
I will do later as I am on my way out. ;-)

Visit my family webshop desteigerhoutshop.nl.

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#8 Posted at 2019-03-02 11:42        
     
Thank you very much for all the support Foxhound !

Added 18 hours 50 minutes later:

Changelog:

v2.1
Fixed the Userconfig settings for the Mod version.

This post was edited by [GR]FLOROS G (2019-03-03 06:32, 225 days ago)


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#9 Posted at 2019-03-03 10:29        
     
Thanks for the new update mate!
News is up and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#10 Posted at 2019-03-03 10:36        
     
Thank you very much Foxhound for all the support !


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#11 Posted at 2019-03-04 19:47        
     
Informations :


1. Units_Array.sqf ,
in order to change the Units to Custom , for example : RHS ,

you need to edit the Units_Array.sqf . The is a full list of possible units sorted , like infantry , reckon , SF , pilots, divers etc.
Once you add your custom Units and you don't need to add everything , like you can only edit the divers for example and spawn only
divers and nothing more and in order to do this , ( -check below )


2. GF_Auto_Population_Spawn_Settings.sqf ,
these are the spawned desired Unit settings ,

you can select from the full list as it is , with the randomisation of the _case ( random ) number , up to which number of this list ,
the cases for the spawns.
This means that there are apparently exacly , 85 different cases , with the Sea spawns , else 77.

You can edit this list by your neads.


By saying , an example would be to spawn only , the( simple ) Infantry for example and the Vehicles_Land

example :

_Spawn_List = selectrandom[


//____________________________ Units ____________________________

//____________________________ Infantry_Man ____________________________
GF_AP_Spawn_Infantry_Man_Stalk,
GF_AP_Spawn_Infantry_Man_Patrol,
GF_AP_Spawn_Infantry_Defend,
GF_AP_Spawn_Infantry_Attack,
GF_AP_Garrison_Area_Buildings_Infantry,

//____________________________ Vehicles ____________________________

//____________________________ Vehicles ____________________________
GF_AP_Spawn_Vehicles_Land_Stalk,
GF_AP_Spawn_Vehicles_Land_Patrol,
GF_AP_Spawn_Vehicles_Land_Defend,
GF_AP_Spawn_Vehicles_Land_Attack
];



3. GF_Auto_Population_Locations_Settings.sqf
will select the desired spawn location ,

there are a lot of possible selection and you can also randomize this , though, the best options are suggested inside and ther are also
water positions available , but if the selected spawns are divers and boats , i have them by default to be spawn on water ,
no mater the selected spawn position .


4. GF_Auto_Population_Blacklist_Zone.sqf ,
there are 5 blacklist zone added

and this will work by placing the included markers in the editor , but without changing the size of the markers , because the settings
for this are in the main settings.
It is possible to edit this and add more zones and with their markers in the editor.
In case that the Zones are not needed, they can be deleted from the editor , without needed to get deleted in the .sqf .


5. GF_Auto_Population_Main_Settings.sqf
Here are the main settings ,

and there are also incude the settings for the two extra scripts :

GF_Auto_Random_Loadout Script
GF_Units_Map_Markers_and_Symbols Script

I think everything in the GF_Auto_Population_Main_Settings , is well commented and clear.

This post was edited by [GR]FLOROS G (2019-03-08 22:23, 219 days ago)


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#12 Posted at 2019-03-08 21:59        
     
Changelog:

v2.2
Fixes for :
the Position scripts , Spawn settings and the Location settings , Enemy spawn scripts and minor fixes.
Changes on the Mod Userconfig files and Settings.
Code optimization.


Author Message


Posts: 20630
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 43
In-game name: Foxhound

 
#13 Posted at 2019-03-09 15:56        
     
Thanks again for the update!
News is up and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#14 Posted at 2019-03-10 14:40        
     
Thank you very much Foxhound !


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#15 Posted at 2019-04-01 19:58        
     
Changelog:

v2.3
Fixed the error GF_AP_Pos_Random_Water.