When did Arma get an "indedependant" faction? lol (missionBeginning trigger activation field), by the way I loved these vids, just subscribed, gonna check the rest out. Thanks for the CLEARLY articulated and CLEARLY demonstrated methods you used. So comprehensive I'm almost apprehensive about it. With that I'm gonna go try it.
Great Tutorial! I was wondering how I can get Ai from the spawn modules to move on to capture another sector after they have captured their current objective sector. I'm assuming its probably the same scripts and triggers you used with the ammo box if not similar, but with the Sector Tactic Module instead. I did notice the Unlock Area module, although i have no idea how it works, or if I would need it at all. What do you think?
The AI Sector module will create new waypoints for your AI as the situation changes. So when they capture one sector they will react automatically to another capturable sector. You won't need anything else to make that work. Their reactions are a bit random too....so one group may capture a sector then hold it.
Awesome tutorial series thank you very much. Do you know how to make it so you can unlock units/vehicles and vehicles when you capture a sector, I have been trying to set that up for the longest time but have had no luck. Keep up the awesome content.
Got bored of vanilla units, installed units and groups from the Steam Workshop, such as militia groups. Is there any way to ONLY spawn these new units and groups in the spawn modules? I'm trying to get a USMC vs Terrorists sector control game, but I can't get past this issue. Please help
Sorry for the late reply. My gaming community just went with a mod set so I've been really busy creating new templates for them. Well the one I did today is the answer to your question...I've posted up a script that replaced the units the BIS module places with some custom made groups. If you just replace the classnames for the units you would like to make groups out of it should work just fine. www.tacticalgamer.com/forum/simulation/armed-assault/arma-development/script-bin/1792894-sector-control-with-rhs-russian-units
How would I hide the supply box at the start because I don't know how to. I want to know because I'm trying to get respawns points to show when you have the sector. Thanks
You just need to create a trigger that runs on the server only. Put the condition as the following: true Then sync that trigger to a HideObject module which is also syncronized to your supply box.
How can I put sectors in order? Like, before I capture a further sector, I need to capture a closer sector as a pathway. So the offensive will be put into order and prevent players' "infiltration".
I've done this by putting trigger zones around areas that make it so players get warned and then killed if they attempt to go to Bravo before Alpha zone. I think there was another tutorial I did on that...ua-cam.com/video/41troBy9fcU/v-deo.html
Hello, I noticed this comment and I'll have to open up the editor and look at this again. I think there was something about this that is ringing a bell. I'll post back when I get my next editing time.
Hello . Can someone help me ? I did everything exactly what the Video owner guided . But i dont know why only The AI from Blufor will move to Sectors and capture it . Opfor AI just standing there after respawn ... :( . Updated : I did some test and here is the result . If i delete the AI Sector Tactic for 1 side . The other side's AI will move to Sector and capture it . And when i do the opposite . Same thing happen . So my problem is that The AI Sector Tactic Module only active waypoint for 1 side only . If i have Blufor vs Opfor . Only 1 of them will move , depend on which one is created first in the Editor . If i add Indenpence . And delete the AI Sector Tactic of Blu and Opfor , Indepence will move . IF i add AI Sector Tactic for 3 factions , only the first one is active . I'm really confuse right now !!!
I'm not sure but I've had that happen to me before too. I was able to just rebuild all the sector control stuff in a new and fresh scenario and then it worked just fine. It's happened to other mission makers who have passed me their missions. Maybe something got corrupted in your mission.sqm along the way? But, your not alone....bugs happen.
YEs . I tried to create everything new again in different maps . And same problem . I think maybe its the bug of the game :(( Is there anyway to work around this ? Maybe a script to the init of the respawn points of AIs ? I'm not a coder so i'm not familiar to stuffs like this :(
Update : I delete the sync between AI Sector Tactic and AI Spawn of Blufor . Only keep the sync of Opfor . Then strangely , both side's AIs start to do what they suppose to do now . Both sides move to the Sectors and Fight !!! :D
I had to group them to any group that is already working with the Sector Control modules. Then they will get the same behaviors. I don't know if there is another way yet.
thanks , and i didn't explained it very clear , i was meaning about the zeus editor. and i found one of your videos about the artillery, so it is vey clear now thx.
I did as you do in the videos , but only Blufor will move to Sectors , Opfor will just standing there and doing nothing . I recheck many times and i can't find anything wrong :((((
Your videos are highly educational. And helpful to people.
When did Arma get an "indedependant" faction? lol (missionBeginning trigger activation field), by the way I loved these vids, just subscribed, gonna check the rest out. Thanks for the CLEARLY articulated and CLEARLY demonstrated methods you used. So comprehensive I'm almost apprehensive about it. With that I'm gonna go try it.
They always had them, it's just a third faction that can change relations with Nato and Opfor
@@atanaspetkov580 Hes talking about how he spelled it wrong
Great Tutorial! I was wondering how I can get Ai from the spawn modules to move on to capture another sector after they have captured their current objective sector. I'm assuming its probably the same scripts and triggers you used with the ammo box if not similar, but with the Sector Tactic Module instead. I did notice the Unlock Area module, although i have no idea how it works, or if I would need it at all. What do you think?
The AI Sector module will create new waypoints for your AI as the situation changes. So when they capture one sector they will react automatically to another capturable sector. You won't need anything else to make that work. Their reactions are a bit random too....so one group may capture a sector then hold it.
making my dream map thanks to you!
If you´re making AI vs AI you have to only use one Spawn AI: Sector tactic and connect all: Spawn AI to that one
Thanks man
Awesome tutorial series thank you very much. Do you know how to make it so you can unlock units/vehicles and vehicles when you capture a sector, I have been trying to set that up for the longest time but have had no luck. Keep up the awesome content.
I've linked a reply in the description. Dunno why UA-cam seems to be bugging out this am for me to reply properly here.
Thank you so much!
Thank you.
Got bored of vanilla units, installed units and groups from the Steam Workshop, such as militia groups. Is there any way to ONLY spawn these new units and groups in the spawn modules? I'm trying to get a USMC vs Terrorists sector control game, but I can't get past this issue. Please help
Sorry for the late reply. My gaming community just went with a mod set so I've been really busy creating new templates for them. Well the one I did today is the answer to your question...I've posted up a script that replaced the units the BIS module places with some custom made groups. If you just replace the classnames for the units you would like to make groups out of it should work just fine.
www.tacticalgamer.com/forum/simulation/armed-assault/arma-development/script-bin/1792894-sector-control-with-rhs-russian-units
How would I hide the supply box at the start because I don't know how to. I want to know because I'm trying to get respawns points to show when you have the sector. Thanks
You just need to create a trigger that runs on the server only. Put the condition as the following: true Then sync that trigger to a HideObject module which is also syncronized to your supply box.
How can I put sectors in order? Like, before I capture a further sector, I need to capture a closer sector as a pathway. So the offensive will be put into order and prevent players' "infiltration".
I've done this by putting trigger zones around areas that make it so players get warned and then killed if they attempt to go to Bravo before Alpha zone. I think there was another tutorial I did on that...ua-cam.com/video/41troBy9fcU/v-deo.html
Thank you for the reply and wonderful tutorial! It seems arma editing needs much time to master.
How would you add a spawn point at each sector that would only be for the side that currently owns that sector?
Hello, I noticed this comment and I'll have to open up the editor and look at this again. I think there was something about this that is ringing a bell. I'll post back when I get my next editing time.
Hello . Can someone help me ? I did everything exactly what the Video owner guided . But i dont know why only The AI from Blufor will move to Sectors and capture it . Opfor AI just standing there after respawn ... :( . Updated : I did some test and here is the result . If i delete the AI Sector Tactic for 1 side . The other side's AI will move to Sector and capture it . And when i do the opposite . Same thing happen . So my problem is that The AI Sector Tactic Module only active waypoint for 1 side only . If i have Blufor vs Opfor . Only 1 of them will move , depend on which one is created first in the Editor . If i add Indenpence . And delete the AI Sector Tactic of Blu and Opfor , Indepence will move . IF i add AI Sector Tactic for 3 factions , only the first one is active . I'm really confuse right now !!!
Did you sync a side module to each sector for the side "OPFOR" or 'EAST"? The video uses "INDEPENDENT"
Yes . I sync Module Opfor and Blufor to the Sector already .
I'm not sure but I've had that happen to me before too. I was able to just rebuild all the sector control stuff in a new and fresh scenario and then it worked just fine. It's happened to other mission makers who have passed me their missions. Maybe something got corrupted in your mission.sqm along the way? But, your not alone....bugs happen.
YEs . I tried to create everything new again in different maps . And same problem . I think maybe its the bug of the game :(( Is there anyway to work around this ? Maybe a script to the init of the respawn points of AIs ? I'm not a coder so i'm not familiar to stuffs like this :(
Update : I delete the sync between AI Sector Tactic and AI Spawn of Blufor . Only keep the sync of Opfor . Then strangely , both side's AIs start to do what they suppose to do now . Both sides move to the Sectors and Fight !!! :D
in *DED* pendent
lol true that...that is a word I'm always correcting for spelling
lol thanks for the tutorial!
how do i make other (spawned) AIs to seek capture the areas? like , i spawn a unit an they will try to help capture the areas
also , if simple , how do i make a support provider( artillery...) e etc.
I had to group them to any group that is already working with the Sector Control modules. Then they will get the same behaviors. I don't know if there is another way yet.
thanks , and i didn't explained it very clear , i was meaning about the zeus editor. and i found one of your videos about the artillery, so it is vey clear now thx.
Is it possible to make CSAT, AAF, NATO AI's capturing the sectors? Or just 1 side?
You can have all 3 sides fighting for the same sectors. Use the side modules to control which sides can capture each sector.
and is it possible to make all sides ai controlled?
I can imagine that you could play along with your own side or just watch the battle.
I did as you do in the videos , but only Blufor will move to Sectors , Opfor will just standing there and doing nothing . I recheck many times and i can't find anything wrong :((((
How can i set win/lose conditions if i wanna make this mode a PVP version? I'm playing whit nato and opfor. :)
Got ya covered...
ua-cam.com/video/KWYblZS0PlE/v-deo.html
Nice! Just discovered your channel! :)