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Wolffy.au
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Joined: 24/06/2009
Reinforcements Script v2.0

Summary:
This mission is to demonstrate the use of the Reinforcements script, to send a specific number of units when the number of units in an area drops below a certain mark. It includes random spawning of different group types, who mount a variety of land and air transport and move to the area selected to reinforce. Use the radio commands to force reinforcements, as well as teleport and camera functions.





Usage:
Use GameLogic objects, placing this line in the destination GameLogic object INIT.


call{[position start, position dest, position dismount, 12, 4, 100, 10] execVM "crB_scripts\crB_reinforcements.sqf";};


Parameters:
- the spawn position - eg a GameLogic object called start
- the destination position - eg a GameLogic object called dest
- the position where the units will exit the transport vehicle - eg a GameLogic object called dismount
- this is the number of units to send as reinforcements
- this is (the watermark) the number of units remaining that will cause reinforcements to be sent
- the radius to look for active units in the reinforced area
- the time in seconds between checks for the need of reinforcements
- the side, faction or array of factions, you want the units to be created for example east, resistance, "RU", ["INS","GUE"]


You will also need to add one Functions module(F7) anywhere on the map.


Created by: (AEF)Wolffy.au [2CAV]


Thanks to:
    Random Group Spawn code, the HOWTO and multi-faction code by Odin
    CEP Unit Caching by Myke
    Improved taskDefend/taskDefend by Binesi
    Improved AI Driving by Sakura Chan


Visit us a http://creoBellum.org


Change Log:


Changes in v2.0
- Added: Implemented new multi-faction random group methods
- Changed: Moved multifaction code out of crB_reinforcements.sqf
- Removed: Dependencies on ACE
- Removed: unit caching


Changes in v0.6
- Added: Selecting faction in the parameters of crB_reinforcements.sqf and crB_randomGroup.sqf (Odin)


Changes in v0.5
- Removed: defense units no longer have unit caching
- Removed: unlimited ammo on MG nests
- Changed: all units come at once, rather than refill to watermark
- Changed: "Land" units (vehicles, static defenses) are considered part of the watermark unit count
- Changed: Reduced the chance of getting Air transport (1 in 7)
- Fixed: spawn crew now specific to vehicle
- Changed: Transport speed now "FULL" (except AIR) which means transport does not remain in formation while moving
- Changed: Transport CombatMode now "GREEN" which means transport does not engage unless fired upon
- Changed: Improved code to transport infantry
- Added: Sakura Chan's Improved AI driving


Initial release v0.4


Developer notes:
Here is a list of nifty components to be found in this mission.


Random Group Spawn code by Odin
- This piece of code has turned out to be the most important piece of my future mission making. Using GameLogic objects, this code will spawn random enemy groups of Infantry, Motorised, Mechanised, Armour and Air. In conjunction with Binesi's taskDefend and taskPatrol code, randomised mission making has never been simpler. Now supports multi-factions.


CEP Unit Caching by Myke
- This code is originally from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units.


Improved taskDefend/taskPatrol by Binesi
- Binesi posted these improved BIS functions around the same time I was asking myself the same question. Placing patrols and defensive squads has never been simpler.


Improved AI Driving by Sakura Chan
- Improves AI driving skills dramatically, in particularly on roads.


Syndicated:


AttachmentSize
cb_reinforcements_2-0.utes_.zip21.28 KB
7th.Serf
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Joined: 04/08/2010
Wolffy this is an excellent

Wolffy this is an excellent script but I have a few questions about it;

1. it took me a while to find this script call; call{[position rein_start, position rein_dest, position rein_dismnt, 6 + random 6, 4, 300, 300, "INS"] execVM "crB_scripts\crB_reinforcements.sqf";};     so..err..we have to include the 'position' line before our actual locations?  That finally made it work for me on my missions.

2. How do I shut it off?  I'd like to set a trigger up to kill the reinforcements when the Blufor captures or takes an area, or after a certain amount of time or numbers of troops. 

 

Wolffy.au
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Joined: 24/06/2009
1. Yes, rein_start,

1. Yes, rein_start, rein_dest, etc are all GameLogic objects, so you have to specify position to get their positions.


2. It doesn't have the facility. They way its supposed to work is, once the total number of units (reinforcements) have been deployed, the script ends. Would have to modify the script to get it to cancel halfway through.

7th.Serf
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Joined: 04/08/2010
Thanks Wolffy.  I was hoping

Thanks Wolffy.  I was hoping I could set up a trigger to kill the reinforcements and have them spawn out at various times during the mission before that trigger is fired (since to the most part they look like fast moving convoys if you meet them on the road).  I think I'm going to set some rein_starts wayyy far away on the map and have them over a long period before rolling.  This should make them show up very late in the mission, or show up in the middle of a friendly convoy movement. 

Most of my missions involve a lot of travel along the road and meeting up with a reinforcement convoy during the trip would add a lot of uncertainty and excitement to the mission.

 
Original Design by Gary Storey