Author: wolffy.au
Author Website: http://creoBellum.org

Requirements: No addons required

Version: 0.6

Short description: This script will send a specific number of units when the number of units in an area drops below a certain mark.

Date: 2010-01-11 12:48


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Reinforcements Demo
by
wolffy.au


Description:
This script will send a specific number of units when the number of units in an area drops below a certain mark.


Installation:
Copy all scripts and folder's from this "Demo" into your own Mission folder, leave the "Demo's", mission.sqm, Description.ext and Init.sqf in the "Demo mission" folder.

Add the relevent lines from the "Demo missions" Init.sqf and Description.ext, into your Missions Init.sqf and Description.ext. If you do not have an Init.sqf or Description.ext use the one's provided.

Your Mission Folder should be located in your Documents Folder in either the ARMA2\missions or ARMA2\Other profiles\missions\YourMissionName folder. eg. C:\Users\MyName\Documents\ArmA 2 Other Profiles\MyName\missions.


Usage:
In game Components Ie. Triggers, Markers, Logics and Modules can be created either by following the steps contained within this ReadMe or by Copy and Paste from the "Demo mission" to your "mission" while in the editor, by selecting the Components, then use Ctrl+C to Copy from the "Demo". Now load your "mission" and use Ctrl+V to paste the Components in.

Summary:
This mission is to demonstrate the use of the Reinforcements script, to send a specific number of units when the number of units in an area drops below a certain mark. It includes random spawning of Infantry, who mount a variety of land and air transport and move to the area selected to reinforce. Use the radio commands to force reinforcements, as well as teleport and camera functions.

Usage:
I use the script using GameLogic objects, placing this line in the destination GameLogic object INIT.
call{[position rein_start, position rein_dest, position rein_dismnt,
6 + random 6, 4, 300, 300] execVM "cB_scripts\cB_reinforcements.sqf";};

Parameters:
- the spawn position - eg a GameLogic object called rein_start
- the destination position - eg a GameLogic object called rein_dest
- the position where the units will exit the transport vehicle - eg a GameLogic object called rein_dismnt
- this is the number of units to send as reinforcements
- this is the number of units remaining that will cause reinforcements to be sent (the watermark)
- the radius to look for active units in the reinforced area
- the time in seconds between checks for the need of reinforcements

You will also need to add one Functions module(F7) anywhere on the map.

COMPONENT CHECKLIST:
One module
- Functions Module

Three GameLogics
- LOGIC NAMES -
rein_start
rein_dismnt
rein_dest


Developer notes:
Here is a list of nifty components to be found in this mission.

Random Group Spawn code by Odin
- This piece of code has turned out to be the most important piece of my future mission making. Using GameLogic objects, this code will spawn random enemy groups of Infantry, Motorised, Mechanised, Armour and Air. In conjunction with Binesi's taskDefend and taskPatrol code, randomised mission making has never been simpler.

CEP Unit Caching by Myke
- This code is originally from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units.

Improved taskDefend by Binesi
- Binesi posted these improved BIS functions around the same time I was asking myself the same question. Placing patrols and defensive squads has never been simpler.

Improved AI Driving by Sakura Chan
- Improves AI driving skills dramatically, in particularly on roads.


Changelog:
v0.6
- Added: Selecting faction in the parameters of crB_reinforcements.sqf and crB_randomGroup.sqf (Odin)

v0.5
- Removed: defense units no longer have unit caching
- Removed: unlimited ammo on MG nests
- Changed: all units come at once, rather than refill to watermark
- Changed: "Land" units (vehicles, static defenses) are considered part of the watermark unit count
- Changed: Reduced the chance of getting Air transport (1 in 7)
- Fixed: spawn crew now specific to vehicle
- Changed: Transport speed now "FULL" (except AIR) which means transport does not remain in formation while moving
- Changed: Transport CombatMode now "GREEN" which means transport does not engage unless fired upon
- Changed: Improved code to transport infantry
- Added: Sakura Chan's Improved AI driving

v0.4
- Initial release


Credits & thanks:
Created by: (AEF)Wolffy.au [2CAV]

Thanks to:
Random Group Spawn code by Odin
CEP Unit Caching by Myke
Improved taskDefend by Binesi
Improved AI Driving by Sakura Chan
The HOWTO by Odin


Forum topics:
- Armaholic forums
- BI forums




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