If you set the unit array to [""] and the numbers to 0, no one will spawn on that side. Handy for pure coop missions. It seems offensive modules will use the defensive (or opposite offensive modules) as their waypoint, so the init module placement does not matter much. You can also delete or move modules as needed, this will not affect already spawned units, but future units will use the new module position (or cease spawning, if you deleted it).
how do you spawn modules, my problem is I dont want the onslaught to start at launch but when the players arrive. I can delete them one with triggers so that the attack ends bit by bit but not control the start HELP
That would be interesting! For now I'm going to focus on vanilla modules and general tutorials so they're applicable to a wide variety of mission makers. If you happen to do any testing I'd love to hear the results.
I figured out how to start the Onslaught in a mission using code... basically you place all the modules you want (e.g spawns, and the init)... but DON'T connect/sync them. Than using a trigger you just sync the spawners to the init module using SynchronizeObjectsAdd[] and the onslaught begins... delete the spawners to stop. Only issue is it throws an error at the beginning of the mission saying there are no spawners attached.
Its so obvious but ive just been realizing how powerful zeus and the eden editor are as the modern equivalent to DnD. It should seem obvious, too, that an editor/zeus type game with a fantasy setting for more explicit use as a digital DnD would be a killer idea... BI realized this to some degree with Ylands but that game seems to target the fortnite/roblox audience rather than the fantasy/dnd.
Must be able to link these to a trigger to turn them on and off? Maybe a hide module? So if OPFOR broke through the like hide the spawn for BLUFOR so no more reinforcements?
Someone else suggested this too, but we weren't sure if the modules just initialize a script or if they run continuously. If it's continuous, then removing the module should stop it. If it's a script then it might be harder.
I tried the hide/show module and it does not work with the onslaught module. I would love to know how I can trigger onslaught to begin, and for it to run for a certain amount of time.
If you create a variable name for the enemy spawns,, and create a trigger and on act. use deleteVehicle spawnname; That will delete the spawn/s. I dont know any way to enable it however
Hey Great Video for this Module. I have couple questions? Is there a way to get a trigger to activate the Onslaught Module? Gives time for people to gear up. Also is there way to setup a delay between Opfor kind of being able attack at different times from different angles. Any help would be great thank you, and keep up the videos.
Nice work! Vietnam always get my attention. Is it possible to put some kind of triggers on that attacks, like make VC attack after you arive in the base or something? Thanks.
Probably, but I haven't delved too deep into that functionality. I know it's not simple, and requires a bit of scripting to do. Check out the SOG:PF Discord for more help: discord.gg/KwNmfjUK3a
does anyone know the syntax to modify the variables in the init ? surely we can just set the "Maximum OPFOR AI" to zero just after they spawn and then when they're all dead, set that value to something new for a wave like system that you can make incrementally harder by increasing the value?
It's a shame about them spawning all without groups. I would have liked for them to wait to spawn in waves, maybe with the player defining the group size, say the module waits until it has 4 below its limit then spawns 4 in a group, rinse and repeat.
can you help me when i put Onslaught spawn and side: Blufor Tactic: offensive ........ They don't do anything they just gather and do nothing can you help me?
There is currently a bug with setting the Blufor module to offensive. A few workarounds are floating around but no official fix yet. I'll link a post on the SOG Discord that gives a workaround to fix the problem. discord.com/channels/824223048940519434/839814047289573407/846702775453876256
I'm having an issue where all of a sudden once one or two of the OPFORs die, I get a script error for spawn, saying expected type String but any. Then my game instantly drops to 1fps, tried reducing enemies to a super low amount. But i'm still getting this error, super strange.
Did you change any of the class names in the init module? It could be that you entered one without quotes when the module is expecting a string. It could be causing FPS drops if it's trying to spawn something and constantly returning an error. If you just using the defaults and you're still having this problem, I would suggest verifying your game files through steam
If you set the unit array to [""] and the numbers to 0, no one will spawn on that side. Handy for pure coop missions. It seems offensive modules will use the defensive (or opposite offensive modules) as their waypoint, so the init module placement does not matter much. You can also delete or move modules as needed, this will not affect already spawned units, but future units will use the new module position (or cease spawning, if you deleted it).
Very helpful tips, thanks!
how do you spawn modules, my problem is I dont want the onslaught to start at launch but when the players arrive. I can delete them one with triggers so that the attack ends bit by bit but not control the start HELP
You do really great tuts for modules, direct and to the point always hitting on the essentials of operation.
Nice, I'd love to see a comparison following the same set up procedure, but with Lambs danger active.
That would be interesting! For now I'm going to focus on vanilla modules and general tutorials so they're applicable to a wide variety of mission makers. If you happen to do any testing I'd love to hear the results.
I figured out how to start the Onslaught in a mission using code... basically you place all the modules you want (e.g spawns, and the init)... but DON'T connect/sync them. Than using a trigger you just sync the spawners to the init module using SynchronizeObjectsAdd[] and the onslaught begins... delete the spawners to stop. Only issue is it throws an error at the beginning of the mission saying there are no spawners attached.
Its so obvious but ive just been realizing how powerful zeus and the eden editor are as the modern equivalent to DnD. It should seem obvious, too, that an editor/zeus type game with a fantasy setting for more explicit use as a digital DnD would be a killer idea... BI realized this to some degree with Ylands but that game seems to target the fortnite/roblox audience rather than the fantasy/dnd.
Excellent tutorial sir! definitely subbing and I cant wait to learn some more.
Thanks for the tutorial series! Really helpful
Thanks for the tutorials. Looking forward to trying these out.
Must be able to link these to a trigger to turn them on and off? Maybe a hide module? So if OPFOR broke through the like hide the spawn for BLUFOR so no more reinforcements?
Someone else suggested this too, but we weren't sure if the modules just initialize a script or if they run continuously. If it's continuous, then removing the module should stop it. If it's a script then it might be harder.
I tried the hide/show module and it does not work with the onslaught module. I would love to know how I can trigger onslaught to begin, and for it to run for a certain amount of time.
If you create a variable name for the enemy spawns,, and create a trigger and on act. use deleteVehicle spawnname; That will delete the spawn/s. I dont know any way to enable it however
Thank you for this tutorial.
Hey Great Video for this Module. I have couple questions?
Is there a way to get a trigger to activate the Onslaught Module? Gives time for people to gear up.
Also is there way to setup a delay between Opfor kind of being able attack at different times from different angles.
Any help would be great thank you, and keep up the videos.
A couple of us on the SOG:PF Discord have been trying to figure this out, but no luck yet! I'll post about it if we find anything.
Is there any way to add independent units? I'm trying to get a ww2 themed coop mission using Ironfront US units coming off a beach.
thanks man...you tutorials are clear and concise.
I'm not seeing spawned units in Zeus. Was there a trick to getting the spawned units to be editable in Zeus?
Nice work! Vietnam always get my attention. Is it possible to put some kind of triggers on that attacks, like make VC attack after you arive in the base or something? Thanks.
Probably, but I haven't delved too deep into that functionality. I know it's not simple, and requires a bit of scripting to do. Check out the SOG:PF Discord for more help: discord.gg/KwNmfjUK3a
does anyone know the syntax to modify the variables in the init ? surely we can just set the "Maximum OPFOR AI" to zero just after they spawn and then when they're all dead, set that value to something new for a wave like system that you can make incrementally harder by increasing the value?
Try looking up the module in the functions viewer in the editor. That may give you some insight into the syntax.
@@AudioAnode I have done that following some older guides on spawning modules but I am a bit new to arma scripting to know what to look for
It's a shame about them spawning all without groups. I would have liked for them to wait to spawn in waves, maybe with the player defining the group size, say the module waits until it has 4 below its limit then spawns 4 in a group, rinse and repeat.
Yeah plus if they spawned in groups it would be a lot more optimized
@@McWargasm Also true.
can you help me when i put Onslaught spawn and side: Blufor Tactic: offensive ........ They don't do anything they just gather and do nothing can you help me?
There is currently a bug with setting the Blufor module to offensive. A few workarounds are floating around but no official fix yet. I'll link a post on the SOG Discord that gives a workaround to fix the problem.
discord.com/channels/824223048940519434/839814047289573407/846702775453876256
I'm having an issue where all of a sudden once one or two of the OPFORs die, I get a script error for spawn, saying expected type String but any. Then my game instantly drops to 1fps, tried reducing enemies to a super low amount. But i'm still getting this error, super strange.
Did you change any of the class names in the init module? It could be that you entered one without quotes when the module is expecting a string.
It could be causing FPS drops if it's trying to spawn something and constantly returning an error. If you just using the defaults and you're still having this problem, I would suggest verifying your game files through steam
@@AudioAnode removed all my mods except for the DLC, and the issue went away, figures lol. Thanks for the tutorial!
Can i spawn vehicles and tanks? I writte some of into the init but didnt see any