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I haven't gotten any feedback about ACE compatibility, so yes, please check.
TFAR will probably work from the get-go.
ACRE will probably only work if players are given the necessary radios.
I'll hopefully test it out by the end of the month and write back.
I have one last question: Do you know if playing with ACRE or TFAR in a multiplayer scenario would work?
Yeah, you'd have to modify the mission to use CUP factions. I've been planning to make a tutorial on how to do such things for a looong time, I'll get around to it eventually. You can subscribe to this thread to get a notification when I finally do it: https://steamhost.cn/steamcommunity_com/app/107410/discussions/0/3102389184735135644/
In addition, I imagine having CUP loaded won't really change anything, since vanilla assets will be used, right?
Either way, for this exact mission the sync method is the way to go. Units spawned with the group variable method can't be synced to the Spawn AI modules for spawn capping.
I think I'll find the time to create the RHS version today, no problem. Though we're commenting on the Malden mission while the source I've made available was for Altis. Which terrain are you working on for your mission? And which factions would you like on each side?
'rhs_group_nato_usmc_d_infantry_squad','rhs_group_nato_usmc_d_infantry_squad_sniper'
About the group variable in the camp spawner - no, not really. This would spawn both the camp and the group, but they would be separate. Really hard to tell what went wrong here.
Perhaps it would be easier if I made a version of this with RHS factions and sent you the mission source for further modifications? Shouldn't take me long. If you'd like this, tell me what factions you need on which side.
this setVariable ["groups", [
(configfile >> "CfgGroups" >> "East" >> "rhs_faction_vdv" >> "rhs_group_rus_vdv_bmd2" >> etc
]];
on the camp placer too?
Note that there is a customAISpawnerModuleControl logic entity with custom logic to cap the spawning to 40 units per spawner (by default it caps spawning by a calculated unit cost which is inconsistent and makes it a hell to balance). This means that you need to have an equal number of spawners on both teams so you don't have half or twice as much enemies as friendlies. And when you double the amount of Spawn AI modules, you should adjust the number to 20 units per spawner to keep the same number of soldiers on the field as before.
If you wanted to have, for example, BLUFOR and GREENFOR spawn on the same team, things get a bit more complicated. You would have to delete the team's Spawn AI module and replace the two Spawn AI: Spawnpoint modules with two Spawn AI modules that are configured to spawn units from different sides. Copy over the code from the Expression field in the Spawn AI modules. Note that they differ a bit on different sides. Make sure those spawners are synced to a teamX_AI_spawner_placer_Y logic entity, like the spawnpoints were. And the initially spawned units are synced to their respective spawner modules. And make sure you've updated the code in the trigger, as said in the previous comment.
(continued...)
I've improved the code a bit, please update the On Activation field on the trigger I've described in the last comment:
https://pastebin.com/raw/RpUZwH74
Still testing - does the changes you suggested limit the newly spawned units to those I configured in the placers or is it just anything from the faction according to the caps set in the spawn modules?
Could you elaborate? Not sure I understand.
About the CSAT in the camps - does this always happen or just sometimes? I've just tested it with VDV on the enemy side and it seems to work - Russians get spawned in the camp.
To have several different factions, one of the Spawn AI: Spawnpoint modules should have this setVariable ["faction", "rhs_faction_usmc_d"]; and the other should have this setVariable ["faction", "rhs_faction_usarmy_wd"];
This works as long both factions belong to the same side (blufor/opfor/indep).
(continued...)
Also seeing CSAT infantry in the camp? I assumed that you were replacing the units in the compositions with units from the faction chosen? Is that right?
If I wanted say US army and marines is it something like:
this setVariable [("faction", "rhs_faction_usmc_d"),("faction", "rhs_faction_usarmy_wd")];
Create a trigger:
Type: None
Activation: None
Repeatable: Unchecked
Server Only: Checked
Condition:
Rimsiakas_missionInitialized && {typeName (team1_ai_spawner getVariable "BlacklistedGroups") == "ARRAY" && {typeName (team2_ai_spawner getVariable "BlacklistedGroups") == "ARRAY"}}
On Activation:
Copy/paste from here [pastebin.com]
Then you will be able to set the RHS factions on the Spawn AI and Spawn AI: Spawnpoint modules. Like this:
this setVariable ["faction", "rhs_faction_usmc_d"];
It worked on my end. Please check if it works for you as well.
Vehicle support for these missions has been requested a lot and I agree, it would be great. But it's quite a large task with many pitfalls and potential issues so I haven't gotten around to it yet.
Perhaps you could attach [community.bistudio.com] a trigger to the supply crates that would add an action [community.bistudio.com] to the players within that trigger to spawn a vehicle.
When testing this, I noticed another incompatibility with RHS in my scripts that might cause RHS vehicles to explode when the mission starts. To fix this, open the functions/unitPlacement/fn_teleportSquadToRandomPosition.sqf and replace the code with this:
https://pastebin.com/raw/MVYJ9jPD
I will upload this fix to the github repo eventually too, but replace it manually for now.
However, there's a catch. Those spawner modules require the faction config to have a certain format. If you open some vanilla faction config, you will see that they have entries inside them named Infantry, Armorded, Mechanized, etc. The Spawn AI modules uses these names to select groups to spawn. If you open the config of some RHS group, you will see that they are not formatted this way, instead of "Infantry", "Mechanized", etc. there's "rhs_group_nato_usmc_d_HMMWV", "rhs_group_nato_usmc_recon_d_infantry" and such. This means that the RHS factions are not compatible with the AI spawner modules, at least out of the box. I think there may be a workaround, described here:
https://www.reddit.com/r/armadev/comments/lvv5tm/sector_control_with_custom_units/gpis7m3/?utm_source=reddit&utm_medium=web2x&context=3
Depending on your knowledge of Arma scripting, this might be a bit advanced. I could look into this a bit more later if needed.
Regarding the custom factions, it's a bit of a good news/bad news type of deal.
It's actually the Spawn AI and Spawn AI: Spawnpoint modules that do the spawning. The groups that placed on the editor are there just so that there are enemies on the map as soon as the mission starts, rather than having to wait for the spawners to spawn them. This makes first contact happen a bit sooner. Afterwards the Spawn AI and Spawn AI: Spawnpoint modules take over.
When you open those modules, you will see that they have a Faction selection field, but it only has the four default factions: NATO, CSAT, AAF and FIA. This can be wprked around by adding this to the init fields of the Spawn AI and Spawn AI: Spawnpoint modules:
this setVariable ["faction", "OPF_T_F"];
The OPF_T_F is a faction name. You can find these in the Config Viewer in the editor in the cfgGroups entry.
Is it the full string from config path or something else.
eg config path = configfile >> "CfgGroups" >> "West" >> "rhs_faction_usarmy_wd" >> "rhs_group_nato_usarmy_wd_M113" >> "rhs_group_nato_usarmy_wd_M113_squad_2mg"
So do I take just "rhs_group_nato_usarmy_wd_M113_squad_2mg" and substitute it for GROUP_CONFIG or something else?
Thanks