Arma 3
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ROS AI Respawn Script Demo (v1.6 new)
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: Altis
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
567.456 KB
17 Dec, 2022 @ 10:34pm
17 Jul, 2024 @ 7:09am
6 Change Notes ( view )

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ROS AI Respawn Script Demo (v1.6 new)

In 1 collection by RickOShay
RickOShay's Arma3 collection
154 items
Description
**NEW IMPROVED FEATURES version 1.6**
*** According to a recent poll 100% of AI love this script ***

DESCRIPTION
Respawns placed groups or groups spawned in via script with or without custom loadouts. Groups can be on foot or in any type of vehicle. Groups will respawn a custom number of times at a custom (re)spawn marker, then move to a custom patrol marker and randomly patrol until they are all killed, then the group (including group vehicles) will respawn x number of times (unless the optionally specified trigger is triggered which will stop further respawns).

LEGAL STUFF
Full credit must be given on the Steam Workshop page and in the mission or derivative work if published on the Steam Workshop.

MAIN FEATURES
* Supports all vanilla and custom units
* Support all vanilla vehicles, vehicle DLCs and vehicle mods
* Supports all vehicle types - cars, APC's, tanks, helis, planes uavs boats
* Supports loading custom loadouts from a file or retain units editor loadouts
* Supports Eden placed units and loadouts and units spawned in via script
* You can adjust the number of respawn 'waves', respawn and patrol positions
* You can adjust the time delay between subsequent respawns
* Auto adjusted wp interleave distances based on vehicle types
* Respawns can now be terminated based on a trigger activation event *NEW*
* Respawned vehicle randomization can now be turned ON or OFF Default:OFF *NEW*
* Vehicles will use roads when no near enemy ie behavior is 'SAFE' *NEW*
* New integrated Viewdistance and Caching FPS optimizer (optional) *NEW*
* The script runs only on the server
* Works in SP and MP - listen and dedicated servers

REQUIREMENTS
The group leader must be an AI.
Note: If the group starts in a vehicle the GROUP LEADER must be the DRIVER / PILOT of the vehicle.

INSTALLATION
Place the ROS_AI_respawn folder to your mission folder.
Then place a command line on each group you want to respawn.
See script header or readme for details.

Where does Steam store these scenario files?
Look here C:\Program Files (x86)\Steam\userdata\<8 digit number>\ugc\referenced\<19 digit folder>

Or D/L from the following Google Drive link (use at your own risk):

Direct d/l link : https://drive.google.com/file/d/1jdDjG8mvr2XJ2EDYOXdr4ykV0NApcmHQ/view?usp=sharing
41 Comments
RickOShay  [author] 4 May @ 1:18pm 
@Avbird - each cycle - random patrol waypoints are created around the start position with a variable waypoint interleave distance and direction
Avibird 4 May @ 4:57am 
Hey quick question for you. Do the waypoints get randomly generated each time the group respawns or is it the same waypoints with each spawn. Are the waypoints randomly generated based on the marker position or are they edited place waypoints?
RickOShay  [author] 17 Jul, 2024 @ 7:39am 
@Avibird - I've updated the ROS AI Respawn script and added some important new features - including the ability to specify a trigger to terminate further respawns - and a built in viewdistance and caching system which improves FPS (optional) - plus a number of other improvements - like vehicles automagically use roads when no near enemy around etc.
RickOShay  [author] 15 Jul, 2024 @ 12:02am 
@panzershrekt sure thing. Just send me friend request and pm me and I'll do a screen share and we can set up triggers etc in your mission.
Panzershrekt 14 Jul, 2024 @ 4:56am 
@Rickoshay
Thank you so much for your reply Rick!

Just wondering, are there any wiki pages or guides online on how to set up these triggers to toggle vis and sim? I tried searching around but unfortunately can't seem to find it, since I'm still relatively new in arma modding.

Would sincerely appreciate your help with this!
Avibird 13 Jul, 2024 @ 10:00am 
Hey I know you can set the amount of spawns but is there a way to set a trigger to end spawns like if a unit is killed or an object is destroyed or a location is reached. I prefer to play with systems that have a way to stop respawns of groups rather than a set number of spawns in the mission.
RickOShay  [author] 12 Jul, 2024 @ 2:58pm 
@panzershrekt - the script will work with most caching systems. It's best to use numerous small groups to respawn x times (rather than have larger groups spawn fewer times. Another method is to use show and hide modules called via triggers to toggle vis and sim in an area.
Panzershrekt 12 Jul, 2024 @ 10:15am 
Hi Rick just wondering, is there a Cache system for spawn similar to JEBUS? Where Group will cache until players are within "CACHE=" metres

This will help significantly with performance, temporarily disabling AI units if they are a certain distance away. And spawn them when players move within a certain distance of the marker (say 300m)

Does this mod currently have something like this?
Avibird 2 May, 2024 @ 3:07pm 
Hey two quick questions. Does custom face models and voices carry over with the respawns.
I know you said you can set the limit number of respawns but is there a way to stop the respawns while in a game with a trigger either destroying something killing someone or get into a location. The systems I use allow for indefinite spawning until one of the three objectives are completed.
RickOShay  [author] 26 Jan, 2024 @ 8:20pm 
@sk4yes the newly spawned unit will need the EH added to it. Pm me and I can help you resolve.