CORRECTION: At 0:28 there needs to be ',true' after the empty quotes. So the line is supposed to be: this setVariable ["faction", "", true]; Without this it wouldn't work right when running the mission on a dedicated server.
I really appreciated this video. Its helped a great deal in understanding how the Spawn module can be used more selectively. it is a pity that the spawn AI module didn't have something like a whitelist field rather than only the blacklist field so that preferred groups could be more easily specified.
If you've done everything in the video & you're still seeing vanilla NATO & CSAT units in your mission, try adding the script in the description to the Spawn AI: Spawnpoint modules like you did with the Spawn AI module itself.
Hello friend, can you test the RHS mods, and give an idea on how to fix? I'm just getting an error at the bottom left of my screen when testing with a bunch of text "invalid" I really wanna use the spawn module to spawn in RHS stuff and cant figure out the problem thanks in advance
Dear @Rimsiakas first of all thank you for this amazing information that you shared. Now "MP Support" Game Mode all our missions can be played with custom factions and actually utilize this modules in an extend in way many more situations that was not viable with "Vanilla" Factions. I know that has been 3 years (the moment that this post is being written) from the release of this video but I had to ask! I would like to ask: Is it possible to "tweak" the other parameter of the module (e.g. the Spawn Time) in a similar way? From some other tutorials that I have seen it seems that modules in general pass their attributes to variables in their namespace (thus the "this setVariable ["_variable", _variableValue, isGlobal] format)! So, is it possible to change other variables this way and tweak the modules attributes to values that are not possible through modules attributes? Thank you in advance mate.
Hey! Very glad to hear this was helpful! Unfortunately, it's been a long while since I touched any of this and I really can't do another deep dive into the module (and Arma scripting altogether) again to remember any of it right now. The best answer that I can give is that yeah, some other things might be tweakable this way, some might not. Really depends on the module and how it's coded. Sorry I couldn't be more help.
Hey man Awesome work but I'm having trouble. The added infantry groups so case "Infantry_MNT"; in my case still can't be found. Anything changed to the process since the video. I notice the code looks very different now compared to the video.
@@Rimsiakas Hey man amazing that you did so thanks. Only error I'm get is the one from the spawner "[bis_fuc_modulespawnai_main] [x][L modules:2:L modules:2] Cannot get the group data, spawning was skipped!".
Ok so since you replied I had another play with it and it works kinda. But here it is if you want a look, there is a little txt doc with some details on what I was aiming to do with it. drive.google.com/drive/folders/1t9GZJn2RL0NvDGAJeKFFZuhDzrSXdYXl?usp=sharing
I did this with the CDF and went through everything you said, 3 times just to make sure I did not miss anything, also did the spawner init fix trigger, and still will not work. Says I need 1 module and 1 spawn point?
@@sweetbabyjesus8467The Christian church is apostate and against the 10 commandments. They teach the opposite of what the Messiah did, preaching faith alone, OSAS, pretrib rapture nonsense, and they're promoting pagan idolatry like Christmas and Easter. Google the origins of these holidays, it's all ancient Roman and Babylonian god worship that the Lord hates, found nowhere in the Bible. If you want to be saved then you need to actually start obeying the instruction of God, which means not being a partaker of this stuff and keeping the 10 commandments. The church follows the Roman Empire's 321 AD Sunday law instead of the actual Saturday Sabbath commandment, which is the same problem Christ had with the Pharisees: Mark 7:6-7 King James Version 6 He answered and said unto them, Well hath Esaias prophesied of you hypocrites, as it is written, This people honoureth me with their lips, but their heart is far from me. 7 Howbeit in vain do they worship me, teaching for doctrines the commandments of men. We're supposed to follow the Messiah in truth. Flee from the lies of the church and repent. We can't break the Sabbath, eat abominations like pork and shellfish, or be a partaker of worldly idolatry like praying to wood statues or crosses or christmas and easter. Yeshua, the Messiah, taught you how to be great in the kingdom: Matthew 5:19 King James Version 19 Whosoever therefore shall break one of these least commandments, and shall teach men so, he shall be called the least in the kingdom of heaven: but whosoever shall do and teach them, the same shall be called great in the kingdom of heaven. Loving your neighbor means to rebuke sinners so they repent: Leviticus 19:17-18 King James Version 17 Thou shalt not hate thy brother in thine heart: thou shalt in any wise rebuke thy neighbour, and not suffer sin upon him. 18 Thou shalt not avenge, nor bear any grudge against the children of thy people, but thou shalt love thy neighbour as thyself: I am the Lord. But the hippie Jesus church prefers tolerance which is why they're going to be destroyed.
Im in a bit of a conundrum. I've followed this guide to the letter - using the TURA faction from the "Western Sahara" DLC. When testing the mission, it works in both single player and in multiplayer hosted. However, when i move the mission to a dedicated server - nothing spawns. What have i missed? (Yes, i have the "true" at the end according to your correction).
Damn, I don't have a computer capable of running Arma at all at the moment, so I can't check. If you try to run the Western Sahara DLC port of this that I made (included in the same missions archive) on a dedicated server, does it spawn units then?
@@Rimsiakas Alright, think I've found a way to make this work as it should in a dedicated multiplayer environment. Your module setups are fine. My issue was that the trigger set to fire them, was not initially set to "server only". That's part one. Second part was that the modules didn't seem to be initialized in the mission most of the times. I tried your trigger solution, but that also didn't work too well. However, the code set to activate from the trigger did help when i executed it on the server while in game. However, it seemed only to initialize only one module in the missions i would have several. However, due to how the initialization order is on Arma 3, i figured it might be worth trying to put your code into a initServer.sqf instead, as it fires after the modules - so any module not proper initialized would then get bumped - and that did the trick it seems. So, using your solution for modifying the Spawn AI module - its also recommended to use your "back-up code" which you state to put in a trigger - to instead put it in a initServer.sqf as a "fail-safe" for the modules.
Hey, got it work so far, but after placing the game logic and trigger with the code my game starts to lag. Even if i place only the logics on an empty map without any spwan.
hello rimsiakas i want to ask you about this spawn AI modules, can i add waypoint for that module so the units when spawned will going to the waypoint that i put?
Hi. Yeah, with scripting, that's what the Expression field is on. The scripting commands you put in the Expression field will run every time a squad is spawned. You can reference the spawned group in the field by `_this select 0;` So for example, the Expression field may have something like: private _group = _this select 0; private _waypoint = _group addWaypoint [position player, 0]; _waypoint setWaypointType "DESTROY"; I'm writing this just looking at the documentation, without testing it, so it may not work exactly, but it should give you a general idea.
Yes, but you need to know Arma scripting to do that. There is an Expression field on the Spawn AI module where you can write a script to run on the spawned group. For example: private _group = _this select 0; private _waypoint = _group addWayPoint [getPos nameOfSomeObjecOrMarkerOrWhatevert, 5]; _waypoint setWaypointType "DESTROY";
Great tutorial! I got everything working but when I am loaded in a game there is a lot of little frequent stutters that seem to correlate to implementing this. When removed everything runs smoothly again. I am experiencing this as the host client as I am testing in LAN. Is this a script that is meant to be running on a dedicated host machine while the connected clients on different machines play smoothly?
My guess is it has something to do with the trigger interval timing. Default was 0.5 seconds. When I made it 10 seconds it felt a lot smoother. Is this normal and is there optimal timings for this variable?
@@G--M-A-N-G Hm, strange. The condition field which gets re-run over and over until the trigger is activated is not that CPU-intensive and should not be causing continuous stuttering. The code in the On Activation field might cause some stuttering, but it should only happen once the trigger is activated for a short while, not continuously. Is the Repeatable box unchecked and Server Only box checked on the trigger?
@@Rimsiakas I updated the game, your script worked, I would never have thought that it wouldn’t work because of the version of the game, thank you very much!
I got a little problem with all this. I still got occasionally spawning regular units, not the ones I used in specific faction. I tried blacklisting everything except what I need - they still got through. Dunno what could be wrong...
Strange. Are you doing this in a new mission or are you editing one of the Force Through scenarios? Because if you came here from the Force Through editing tutorial, which exact scenario (from which terrain) are you basing yours on? If not, which faction from which mod are you trying to use?
@@Rimsiakas Thank you for your reply. Im using mods from "There is only war" (warhammer 40k) mods. And Im using completely new mission. Sometimes when Im lucky - Spawn AI uses guys from the mod. But most of the time - its vanilla guys as well. Is there any way how to blacklist vanilla units? (im working on total conversion map, so I would like to remove all the vanilla units). Little question: Some people saying that it is possible to put specific units on the map, and then hide them. And after all this - just limit Spawn AI to units that are present on the map. This way it will spawn only units I placed earlier. Is it possible to do?
@@pamelz to answer the second question, when looking at the code that handles the Spawn AI module, I haven't spotted anything that has to do with limiting the spawners to units previously placed on the map, unfortunately. Maybe the people who say it's possible are talking about some modded version of the spawner modules? Now about the main issue, perhaps you are using a "Spawn AI" module synced to some "Spawn AI: Spawnpoint" modules? If so, you need to do the 'this setVariable ["faction", "SOME_FACTION_NAME", true];' thing on the Spawnpoint modules as well. If that's not what's going on, I'm gonna need to take a look at your mission to see what exactly is going on. Could you upload the mission folder somewhere and send me the links to the exact mods you're using for it?
@@Rimsiakas i have the same issue I'm using sw opposition units and i set everything up with the spawn point, sector tactic, sectors, area, sides and linked them but it says '...aypoint [_group, 0]; }; _wp = _group |#\addwaypoint [_objective getVariable "pos...' Erroe 0 elements provided, 3 expected might just be something im messing up but idk
@@Rimsiakas as i was going to upload it i messed around with something and fixed it thank you for offering to help i tried linking my sides to the area then to the sector when i should of linked the sides and area to the sector then slapped an ai sector tactic to my spawn points and now they are charging that sector
This great! Thanks for the video. Everything works great but, I want just a set number of AI to spawn. When they are killed it seems to keep respawning them continually. Is there a way to have them spawn with out this happing.
Hi! Do you mean that you wish for it to keep the number of alive troops at a certain specified number, or do you wish for it to spawn people only once and then deactivate?
Awsome video! I've been able to make 2 fantastic mods thanks to this vid! I've tested it with all factions and mods, strangly enough, there are 1 mod and 1 dlc that refuses to spawn it's units no matter what i do, and that is the Unsung mod and the SOG Vietnam DLC, it seems like God or some universial force dont want the spawn ai modules to be used with Vietnam era units lol
@@Rimsiakas Very strange indeed, i've spawned in CUP, RHS, and WW2 era stuff in pretty easly, but when i try with Unsung mod or SOG DLC it just refuses to wrok, i've made a Battlefield 1942 mod and a Battlefield Desert combat mod that works pretty well and where you can choose to play on a server with "bots"/"ai" or only players, and now i wanted to make a BF Vietnam mod, hopefully i'll find a solution.
@@Rimsiakas they do not work even with fix trigger. I’ve narrowed the problem down to that mods group names. Used a different halo mod that actually used the ‘Infantry’ grouping name and did not have any issues. So I’m assuming that’s the issue.
Yeah, but it's a whole thing too. I had the same issue with the Global Mobilization CDLC's units. Maybe there's an easier way to solve this, but this is what I came up with. github.com/RimantasGalvonas/Arma-3-AI-vs-AI-Battle-Scenario-Template/releases/download/1.2.2/ForceThroughMissions.zip This is the source for a type of game mode I made. In the Weferlingen port, I put another Logic Entity with a function that adds a random chance to add a scope to the spawned unit's weapon. I then call that function in the Spawn AI module's Expression field. You can try referencing that mission to figure it out.
@@paroramaproductions9055 the one with Weferlingen somewhere in the title. Put that in your mission editor folder. But you must have the Global Mobilization DLC to open it. I don't have a computer that could run Arma at the moment, so I can't just extract the code right now.
Same process as with infantry groups, only that you put the "group type name" that encompasses the vehicles you want to use before "Motorized"/"Mechanized"/"Armored" instead of "Infantry" in the "Spawner group adapter template" code. But note that this module doesn't spawn individual vehicles, only the vehicle groups that are defined by the mod you are using.
CORRECTION:
At 0:28 there needs to be ',true' after the empty quotes. So the line is supposed to be:
this setVariable ["faction", "", true];
Without this it wouldn't work right when running the mission on a dedicated server.
you dug deep into the editor for this one, great work on the video people need more info on using the editor modules
Thank you this actually works so far, you’re one of the few who made a vid on this recently
I really appreciated this video. Its helped a great deal in understanding how the Spawn module can be used more selectively. it is a pity that the spawn AI module didn't have something like a whitelist field rather than only the blacklist field so that preferred groups could be more easily specified.
If you've done everything in the video & you're still seeing vanilla NATO & CSAT units in your mission, try adding the script in the description to the Spawn AI: Spawnpoint modules like you did with the Spawn AI module itself.
Thanks a lot, was going crazy to find out how this could work =D
this was exactly what i was looking for, thank you
Hello friend, can you test the RHS mods, and give an idea on how to fix? I'm just getting an error at the bottom left of my screen when testing with a bunch of text "invalid" I really wanna use the spawn module to spawn in RHS stuff and cant figure out the problem
thanks in advance
Dear @Rimsiakas first of all thank you for this amazing information that you shared. Now "MP Support" Game Mode all our missions can be played with custom factions and actually utilize this modules in an extend in way many more situations that was not viable with "Vanilla" Factions.
I know that has been 3 years (the moment that this post is being written) from the release of this video but I had to ask!
I would like to ask: Is it possible to "tweak" the other parameter of the module (e.g. the Spawn Time) in a similar way? From some other tutorials that I have seen it seems that modules in general pass their attributes to variables in their namespace (thus the "this setVariable ["_variable", _variableValue, isGlobal] format)! So, is it possible to change other variables this way and tweak the modules attributes to values that are not possible through modules attributes?
Thank you in advance mate.
Hey! Very glad to hear this was helpful! Unfortunately, it's been a long while since I touched any of this and I really can't do another deep dive into the module (and Arma scripting altogether) again to remember any of it right now. The best answer that I can give is that yeah, some other things might be tweakable this way, some might not. Really depends on the module and how it's coded. Sorry I couldn't be more help.
@Rimsiakas no worries... What you gave us here is more than enough. Again thank for that and for taking the time to reply! Take care mate
Hey man Awesome work but I'm having trouble. The added infantry groups so case "Infantry_MNT"; in my case still can't be found. Anything changed to the process since the video. I notice the code looks very different now compared to the video.
Hi. Sorry for taking forever to get back to you. Unfortunately, no, nothing to update, it should work. Are you getting any error messages?
@@Rimsiakas Hey man amazing that you did so thanks. Only error I'm get is the one from the spawner "[bis_fuc_modulespawnai_main] [x][L modules:2:L modules:2] Cannot get the group data, spawning was skipped!".
@@Conscript2109 try uploading the mission.sqm file somewhere, I'll check
Ok so since you replied I had another play with it and it works kinda. But here it is if you want a look, there is a little txt doc with some details on what I was aiming to do with it. drive.google.com/drive/folders/1t9GZJn2RL0NvDGAJeKFFZuhDzrSXdYXl?usp=sharing
I did this with the CDF and went through everything you said, 3 times just to make sure I did not miss anything, also did the spawner init fix trigger, and still will not work. Says I need 1 module and 1 spawn point?
Could you post a screenshot with the exact error message?
Same here. This is one of the most confusing, unhelpful videos I've ever had the displeasure of coming across on UA-cam.
@@sweetbabyjesus8467The Christian church is apostate and against the 10 commandments. They teach the opposite of what the Messiah did, preaching faith alone, OSAS, pretrib rapture nonsense, and they're promoting pagan idolatry like Christmas and Easter. Google the origins of these holidays, it's all ancient Roman and Babylonian god worship that the Lord hates, found nowhere in the Bible. If you want to be saved then you need to actually start obeying the instruction of God, which means not being a partaker of this stuff and keeping the 10 commandments. The church follows the Roman Empire's 321 AD Sunday law instead of the actual Saturday Sabbath commandment, which is the same problem Christ had with the Pharisees:
Mark 7:6-7
King James Version
6 He answered and said unto them, Well hath Esaias prophesied of you hypocrites, as it is written, This people honoureth me with their lips, but their heart is far from me.
7 Howbeit in vain do they worship me, teaching for doctrines the commandments of men.
We're supposed to follow the Messiah in truth. Flee from the lies of the church and repent. We can't break the Sabbath, eat abominations like pork and shellfish, or be a partaker of worldly idolatry like praying to wood statues or crosses or christmas and easter. Yeshua, the Messiah, taught you how to be great in the kingdom:
Matthew 5:19
King James Version
19 Whosoever therefore shall break one of these least commandments, and shall teach men so, he shall be called the least in the kingdom of heaven: but whosoever shall do and teach them, the same shall be called great in the kingdom of heaven.
Loving your neighbor means to rebuke sinners so they repent:
Leviticus 19:17-18
King James Version
17 Thou shalt not hate thy brother in thine heart: thou shalt in any wise rebuke thy neighbour, and not suffer sin upon him.
18 Thou shalt not avenge, nor bear any grudge against the children of thy people, but thou shalt love thy neighbour as thyself: I am the Lord.
But the hippie Jesus church prefers tolerance which is why they're going to be destroyed.
When I click config viewer nothing happens?
Im in a bit of a conundrum.
I've followed this guide to the letter - using the TURA faction from the "Western Sahara" DLC.
When testing the mission, it works in both single player and in multiplayer hosted.
However, when i move the mission to a dedicated server - nothing spawns.
What have i missed?
(Yes, i have the "true" at the end according to your correction).
Damn, I don't have a computer capable of running Arma at all at the moment, so I can't check. If you try to run the Western Sahara DLC port of this that I made (included in the same missions archive) on a dedicated server, does it spawn units then?
@@Rimsiakas
I'm not home now, but I'll check up on this once I'm home again next week.
@@Rimsiakas
Alright, think I've found a way to make this work as it should in a dedicated multiplayer environment.
Your module setups are fine. My issue was that the trigger set to fire them, was not initially set to "server only". That's part one.
Second part was that the modules didn't seem to be initialized in the mission most of the times. I tried your trigger solution, but that also didn't work too well. However, the code set to activate from the trigger did help when i executed it on the server while in game. However, it seemed only to initialize only one module in the missions i would have several.
However, due to how the initialization order is on Arma 3, i figured it might be worth trying to put your code into a initServer.sqf instead, as it fires after the modules - so any module not proper initialized would then get bumped - and that did the trick it seems.
So, using your solution for modifying the Spawn AI module - its also recommended to use your "back-up code" which you state to put in a trigger - to instead put it in a initServer.sqf as a "fail-safe" for the modules.
@@perste91 oh sweet! Glad to hear you figured it out
Hey, got it work so far, but after placing the game logic and trigger with the code my game starts to lag. Even if i place only the logics on an empty map without any spwan.
hello rimsiakas i want to ask you about this spawn AI modules, can i add waypoint for that module so the units when spawned will going to the waypoint that i put?
Hi. Yeah, with scripting, that's what the Expression field is on. The scripting commands you put in the Expression field will run every time a squad is spawned. You can reference the spawned group in the field by `_this select 0;` So for example, the Expression field may have something like:
private _group = _this select 0; private _waypoint = _group addWaypoint [position player, 0]; _waypoint setWaypointType "DESTROY";
I'm writing this just looking at the documentation, without testing it, so it may not work exactly, but it should give you a general idea.
@@Rimsiakas okay thanks a lot😀 rimsiakas
when units respawn is it possible to have them resume waypoints?
Yes, but you need to know Arma scripting to do that. There is an Expression field on the Spawn AI module where you can write a script to run on the spawned group. For example:
private _group = _this select 0; private _waypoint = _group addWayPoint [getPos nameOfSomeObjecOrMarkerOrWhatevert, 5]; _waypoint setWaypointType "DESTROY";
Great tutorial! I got everything working but when I am loaded in a game there is a lot of little frequent stutters that seem to correlate to implementing this. When removed everything runs smoothly again. I am experiencing this as the host client as I am testing in LAN. Is this a script that is meant to be running on a dedicated host machine while the connected clients on different machines play smoothly?
My guess is it has something to do with the trigger interval timing. Default was 0.5 seconds. When I made it 10 seconds it felt a lot smoother. Is this normal and is there optimal timings for this variable?
Hi! Could you tell me which specific trigger caused this for you?
@@Rimsiakas The first trigger you showed. Not the second one that reset the init.
@@G--M-A-N-G Hm, strange. The condition field which gets re-run over and over until the trigger is activated is not that CPU-intensive and should not be causing continuous stuttering. The code in the On Activation field might cause some stuttering, but it should only happen once the trigger is activated for a short while, not continuously. Is the Repeatable box unchecked and Server Only box checked on the trigger?
Is this why the ncr don't respawn with any equipment with the aftermath mod installed? Been frustrated by this for too long
Sorry, I don't have a clue about that, but it sounds like some different issue.
when copying the trigger condition, he writes that "a local variable in the global space", what could be the problem?
This is something that would happen in older versions of Arma 3. Have you updated the game?
@@Rimsiakas I updated the game, your script worked, I would never have thought that it wouldn’t work because of the version of the game, thank you very much!
Dude thank you so much!
I got a little problem with all this. I still got occasionally spawning regular units, not the ones I used in specific faction. I tried blacklisting everything except what I need - they still got through. Dunno what could be wrong...
Strange. Are you doing this in a new mission or are you editing one of the Force Through scenarios? Because if you came here from the Force Through editing tutorial, which exact scenario (from which terrain) are you basing yours on?
If not, which faction from which mod are you trying to use?
@@Rimsiakas Thank you for your reply. Im using mods from "There is only war" (warhammer 40k) mods. And Im using completely new mission.
Sometimes when Im lucky - Spawn AI uses guys from the mod. But most of the time - its vanilla guys as well. Is there any way how to blacklist vanilla units? (im working on total conversion map, so I would like to remove all the vanilla units).
Little question:
Some people saying that it is possible to put specific units on the map, and then hide them. And after all this - just limit Spawn AI to units that are present on the map. This way it will spawn only units I placed earlier.
Is it possible to do?
@@pamelz to answer the second question, when looking at the code that handles the Spawn AI module, I haven't spotted anything that has to do with limiting the spawners to units previously placed on the map, unfortunately. Maybe the people who say it's possible are talking about some modded version of the spawner modules?
Now about the main issue, perhaps you are using a "Spawn AI" module synced to some "Spawn AI: Spawnpoint" modules? If so, you need to do the 'this setVariable ["faction", "SOME_FACTION_NAME", true];' thing on the Spawnpoint modules as well. If that's not what's going on, I'm gonna need to take a look at your mission to see what exactly is going on. Could you upload the mission folder somewhere and send me the links to the exact mods you're using for it?
@@Rimsiakas I do use spawn points. I need to try without them, thank you :) If that doesn't work, I'll give you the mission.
hello! I've run into an issue. I'm trying to use a sector tactic module but it doesn't work with custom factions. any fix?
I don't have much experience with that module, but I remember it being kinda tricky to set up correctly. What happens exactly?
@@Rimsiakas i have the same issue I'm using sw opposition units and i set everything up with the spawn point, sector tactic, sectors, area, sides and linked them but it says
'...aypoint [_group, 0];
};
_wp = _group |#\addwaypoint [_objective getVariable "pos...'
Erroe 0 elements provided, 3 expected
might just be something im messing up but idk
@@LeafyGnat I could try looking at your mission to find out what's wrong. Upload it somewhere and list all the mods you are using for that mission.
@@Rimsiakas as i was going to upload it i messed around with something and fixed it thank you for offering to help i tried linking my sides to the area then to the sector when i should of linked the sides and area to the sector then slapped an ai sector tactic to my spawn points and now they are charging that sector
Well one side is don't know why the other side is not they are opfor i have that side attached hmm
This great! Thanks for the video. Everything works great but, I want just a set number of AI to spawn. When they are killed it seems to keep respawning them continually. Is there a way to have them spawn with out this happing.
Hi! Do you mean that you wish for it to keep the number of alive troops at a certain specified number, or do you wish for it to spawn people only once and then deactivate?
Awsome video! I've been able to make 2 fantastic mods thanks to this vid! I've tested it with all factions and mods, strangly enough, there are 1 mod and 1 dlc that refuses to spawn it's units no matter what i do, and that is the Unsung mod and the SOG Vietnam DLC, it seems like God or some universial force dont want the spawn ai modules to be used with Vietnam era units lol
Glad to help! Very strange about the SOG Vietnam DLC, I got it working no problem without any additional steps that I can remember.
@@Rimsiakas Very strange indeed, i've spawned in CUP, RHS, and WW2 era stuff in pretty easly, but when i try with Unsung mod or SOG DLC it just refuses to wrok, i've made a Battlefield 1942 mod and a Battlefield Desert combat mod that works pretty well and where you can choose to play on a server with "bots"/"ai" or only players, and now i wanted to make a BF Vietnam mod, hopefully i'll find a solution.
@@Rimsiakas so I’m using halo mods and tried trouble shooting it but I’m getting errors even with the trigger to fix it.
@@haloguylover it is expected for those errors to show up even with the trigger at first. Do the spawners still work if you wait for them to activate?
@@Rimsiakas they do not work even with fix trigger. I’ve narrowed the problem down to that mods group names. Used a different halo mod that actually used the ‘Infantry’ grouping name and did not have any issues. So I’m assuming that’s the issue.
My ai is spawning without scopes :( is there a workaround?
Yeah, but it's a whole thing too. I had the same issue with the Global Mobilization CDLC's units. Maybe there's an easier way to solve this, but this is what I came up with. github.com/RimantasGalvonas/Arma-3-AI-vs-AI-Battle-Scenario-Template/releases/download/1.2.2/ForceThroughMissions.zip This is the source for a type of game mode I made. In the Weferlingen port, I put another Logic Entity with a function that adds a random chance to add a scope to the spawned unit's weapon. I then call that function in the Spawn AI module's Expression field. You can try referencing that mission to figure it out.
I replied but I added a download link in the comment. Sometimes UA-cam removes such comments. Let me know if you can't see it.
@@Rimsiakas Thank you! I can download i see some folders what should i use?
@@paroramaproductions9055 the one with Weferlingen somewhere in the title. Put that in your mission editor folder. But you must have the Global Mobilization DLC to open it. I don't have a computer that could run Arma at the moment, so I can't just extract the code right now.
@@Rimsiakas Your a legend
When I use zeus, can see only indian infantry not armod vehicles, do you knw the solution for that?🙏
Sorry, not really, at least not with that amount of information.
Nicely done
Rimsiakas is a magician!
Good tutorial
What about vehicles?
Same process as with infantry groups, only that you put the "group type name" that encompasses the vehicles you want to use before "Motorized"/"Mechanized"/"Armored" instead of "Infantry" in the "Spawner group adapter template" code. But note that this module doesn't spawn individual vehicles, only the vehicle groups that are defined by the mod you are using.
Much appreciated!
Thank you bro
thank you very much!
based
Ty +1
Hey have you got a discord?
Technically I do, but I don't use it, sorry.