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About "AIs can respawn" module:
I created this module for respawning non-playable AIs (playable ones are set by editor). The former intention was to allow enemy/friendly waves, infantry not in vehicles (because this case is supposed to be treated by the "Respawn vehicles" module.
So, respawning multiple AIs can be resource demanding. I focused on type /side /loadout, which is not so bad.
The name is the same as in editor (the full name), and not to be confused with the variable name of the unit (nor carried over). The pitch of the voice is neither carried over. The insignia is not carried over.
Scripted traits are not treated (as any other scripted behavior). But I'm rather sure that native traits (like medic or engineer) are carried over by types of dead/respawning AIs.
Everything is possible but I had to make some choices. That's a balance between general purpose and demanding specific features.
Furthermore, it seems to me Bohemia forums are dead. Arma 3 is no more maintained by devs, Reforger is not my taste. In other words, I spend less time on Arma.
MGI AI module
Triggers will only carry over one time after the initial spawning any trigger connected to the group or units are lost I believe because individual variable names do not carry over like in JEBUS.
Traits assigned like medic engineer ect will only carry over on the first use after they initial respwans they lose the ability that was a sign to them.
Voice changes will carry over for all respawns.
Faces changed will carry over for all respawns.
Any information but into a unit init will be lost after the first respawn for example forcing a specific ammunition to be used in a weapon ect.
Sincerely Avibird
I don't know if you're done modifying this but if you ever do can you look into those functions. As of now I need to use both to get the mission design that I desire. Avibird. The other possible modification would be to different AI module to spawn different sides at different intervals. Right now whatever the module set for will affect all four sides. This is not a criticism love your scripts and mods just a wish list Avibird
JEBUS has a few really cool features that yours does not and vice versa.
JEBUS allows unit group spawn if a opposing unit is at a certain distance from the initial spawn site the group will not spawn. The other feature is
Unit individual variable names carry over as well as unit init box codes carryover. For example I'm able to use codes like dostop and disabled pathway. These codes only work on the initial setup of MGI after respawn the codes do not carry over.
addMissionEventHandler ["EntityCreated", {
params ["_entity"];
<your code here>
}];
Your code must comply with MP requirements like locality for each command you are using (one of the reasons it seems to me hazardous to pass an init code).
NOTE: "entityCreated" MEH must be filtered for AI units (+ side or else) because you don't want animals or weaponHolder... something like: if (_entity isKindOf "CAManBase") then {..};