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Offline NightJay0044

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Ambient Combat Module (how to?)
« on: 06 Jul 2009, 05:28:15 »
Hi, I'm trying to run the ambient combat module in ArmAII. I'm new at this module stuff. I've placed the module on the map and syn'd it with the player.

Nothing happens when I start the mission in the editor. How long do you have to wait for something to happen or what do you have to do to get it to work?
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Offline bardosy

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Re: Ambient Combat Module (how to?)
« Reply #1 on: 06 Jul 2009, 07:30:51 »
With the default settings, you have to wait a while... But not just stand and wait. But moving.
This module is designed to add ambient combat near the player in a REAL mission, when the player has objectives and do this tasks one by one.

If this ACM works like you want: create (spawn) a lot of enemy and friendly near to you, it would be horrible, like a CoD game, when you can see how the enemy crerated from the nothing...

But there are a several setting what you can modify and the intensity/type of enemy/friendly patrols can grow.

Example:
Code: [Select]
waitUntil {!isNil {BIS_ACM getVariable "initDone"}};
waitUntil {BIS_ACM getVariable "initDone"};
//Sets frequency and number of patrols (0-1). BIS_ACM is module name
[1, BIS_ACM] call BIS_ACM_setIntensityFunc; 
//min max spawn distance
[BIS_ACM, 300, 600] call BIS_ACM_setSpawnDistanceFunc;
//factions to be spawned
[["USMC", "RU"], BIS_ACM] call BIS_ACM_setFactionsFunc;
//Skill range for spawned units
[0, 0.6, BIS_ACM] call BIS_ACM_setSkillFunc;
//Amount of ammo spawned units possess
[0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc;
//Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely.
["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc;
« Last Edit: 06 Jul 2009, 07:32:38 by bardosy »
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Offline bronx187

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Re: Ambient Combat Module (how to?)
« Reply #2 on: 08 Jul 2009, 13:30:51 »
ok nice thnx
so do i have to put this in a init.sqf or just in the initialisation  field in the module itself?

Offline NightJay0044

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Re: Ambient Combat Module (how to?)
« Reply #3 on: 08 Jul 2009, 22:59:25 »
Yeah I think you have to copy and paste this into and .sqs script and use it that way and execute it in-game.
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Offline nominesine

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Re: Ambient Combat Module (how to?)
« Reply #4 on: 11 Jul 2009, 12:16:26 »
Thanks Bardosy. An excellent summary of what I needed to know. I think I got it to work now. But am I right in my assumption, that the ACM manager does not work at all if I synch it to a vehicle unit from start?

If I start out on the ground everything works out as it should. If I start in a car I never see a single spawned unit on the map.
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