Arma 3
Tony Beans Jun 29, 2016 @ 8:26pm
Anyway to more effectively place units in editor
I have picked up playing missions recently and was wondering if there was a way I could place units other than by had, like lets say I want to place ai to defend a town is there any way I can easily drop units in an area and have them defend it?
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Showing 1-10 of 10 comments
SuperSenpai Jun 29, 2016 @ 8:28pm 
learn alivemod.com
IM SORRY BUFFALO Jun 29, 2016 @ 8:36pm 
^that or place multiple triggers down in a area or even just lets say 3 triggers, name them spawn_1, spawn_2, spawn_3. then create a new .sqf file and put this in it.

spawn_points = [spawn_0, spawn_1, spawn_2, defending_units = createGroup EAST; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];

what this does is makes 6 opfor units spawn on those three locations where you put the triggers, you could place one or two triggers and have as many units as you want spawn on it, its just a quick and crappy but simple way without using any mods to spawn a bunch of units in a area.
Last edited by IM SORRY BUFFALO; Jun 29, 2016 @ 8:37pm
Tony Beans Jul 1, 2016 @ 9:07pm 
Originally posted by TKgokitty199:
^that or place multiple triggers down in a area or even just lets say 3 triggers, name them spawn_1, spawn_2, spawn_3. then create a new .sqf file and put this in it.

spawn_points = [spawn_0, spawn_1, spawn_2, defending_units = createGroup EAST; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];

what this does is makes 6 opfor units spawn on those three locations where you put the triggers, you could place one or two triggers and have as many units as you want spawn on it, its just a quick and crappy but simple way without using any mods to spawn a bunch of units in a area.
I am in a division and we use mods in the mission i am currently working on i am using russian units is there any way i could modify the scripts to spawn units from a different opfor group rather than csat
IM SORRY BUFFALO Jul 1, 2016 @ 9:16pm 
Originally posted by ShaneTheSlayer:
Originally posted by TKgokitty199:
^that or place multiple triggers down in a area or even just lets say 3 triggers, name them spawn_1, spawn_2, spawn_3. then create a new .sqf file and put this in it.

spawn_points = [spawn_0, spawn_1, spawn_2, defending_units = createGroup EAST; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"]; dunits = defending_units createUnit ["UnitClassNamer", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];

what this does is makes 6 opfor units spawn on those three locations where you put the triggers, you could place one or two triggers and have as many units as you want spawn on it, its just a quick and crappy but simple way without using any mods to spawn a bunch of units in a area.
I am in a division and we use mods in the mission i am currently working on i am using russian units is there any way i could modify the scripts to spawn units from a different opfor group rather than csat

is this the start of a quote battle?
Tony Beans Jul 1, 2016 @ 9:20pm 
no
IM SORRY BUFFALO Jul 1, 2016 @ 9:22pm 
Originally posted by ShaneTheSlayer:
no
oops i didnt see your reply, it was smothered in the /code...

and im assuming this would answer your question, is it just different units or is it a different side, such as opfor/blufor/east/west/independent/civilian or what? if its a different side such as opfor/blufor, edit where it says defendingUnits = createGroup EAST; to WEST. west being blufor, east being opfor. if you want a different unit such as a medic or machinegunner and such, where i have unitClassNamer, just put the units classname in there. such as

dunits = defending_units createUnit ["O_G_Soldier_F", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];

O_G_Soldier_F being this guy here https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_O_G_Soldier_F.jpg


also its bed time, ill see your reply tomorow afternoon if i remember to check.
Last edited by IM SORRY BUFFALO; Jul 1, 2016 @ 9:25pm
Tony Beans Jul 2, 2016 @ 10:36am 
Originally posted by TKgokitty199:
Originally posted by ShaneTheSlayer:
no
oops i didnt see your reply, it was smothered in the /code...

and im assuming this would answer your question, is it just different units or is it a different side, such as opfor/blufor/east/west/independent/civilian or what? if its a different side such as opfor/blufor, edit where it says defendingUnits = createGroup EAST; to WEST. west being blufor, east being opfor. if you want a different unit such as a medic or machinegunner and such, where i have unitClassNamer, just put the units classname in there. such as

dunits = defending_units createUnit ["O_G_Soldier_F", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];

O_G_Soldier_F being this guy here https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_O_G_Soldier_F.jpg


also its bed time, ill see your reply tomorow afternoon if i remember to check.






The units are still in opfor just a different group than CSAT
IM SORRY BUFFALO Jul 2, 2016 @ 10:44am 
Originally posted by ShaneTheSlayer:
Originally posted by TKgokitty199:
oops i didnt see your reply, it was smothered in the /code...

and im assuming this would answer your question, is it just different units or is it a different side, such as opfor/blufor/east/west/independent/civilian or what? if its a different side such as opfor/blufor, edit where it says defendingUnits = createGroup EAST; to WEST. west being blufor, east being opfor. if you want a different unit such as a medic or machinegunner and such, where i have unitClassNamer, just put the units classname in there. such as

dunits = defending_units createUnit ["O_G_Soldier_F", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];

O_G_Soldier_F being this guy here https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_O_G_Soldier_F.jpg


also its bed time, ill see your reply tomorow afternoon if i remember to check.






The units are still in opfor just a different group than CSAT
am i understanding this right? its opfor, its just not the default units, its the units that are custom modeled/retextured but are under the opfor tab? if so, place down the unit you want to spawn, hover your mouse over it and it will tell you the classname of that unit, then write it down and change O_G_Soldier_F with the class name of that unit you just placed down

dunits = defending_units createUnit ["theUnitYouJustPlacedDown", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];
Last edited by IM SORRY BUFFALO; Jul 2, 2016 @ 10:46am
Tony Beans Jul 2, 2016 @ 11:08am 
Originally posted by TKgokitty199:
Originally posted by ShaneTheSlayer:






The units are still in opfor just a different group than CSAT
am i understanding this right? its opfor, its just not the default units, its the units that are custom modeled/retextured but are under the opfor tab? if so, place down the unit you want to spawn, hover your mouse over it and it will tell you the classname of that unit, then write it down and change O_G_Soldier_F with the class name of that unit you just placed down

dunits = defending_units createUnit ["theUnitYouJustPlacedDown", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];



Yes thanks for the help
Dr. Livesey Jul 2, 2016 @ 11:38am 
Originally posted by ShaneTheSlayer:
I have picked up playing missions recently and was wondering if there was a way I could place units other than by had, like lets say I want to place ai to defend a town is there any way I can easily drop units in an area and have them defend it?
You need the mod MCC Sandbox: http://www.armaholic.com/page.php?id=19580
It has a lot of functions, but the reason why I use this mod for EVERY scenario I make, is because you can assign locations where AI squads either attack, patrol, or fortify (take up positions in buildings and such). All you do is copy and past a line in the AI squad leaders Init, and change a number in that paste to the right zone number you want, and a word to either "Move" (attack), "nofollow" (patrol, not leaving marked area), or "fortify" (take up defensive positions). You mark out zones using the circle or rectangle markers. The AI will then co-ordinate with other squads with the command added, and will not just move in straight lines but tactically manuever. So one play the enemy may attack head on, then the next they may flank you. Or a one play a patrol may start off walking north, but the next they may go south. Etc. It's dynamic. You can also still assign waypoints which the AI will forfill before going over to the MCC command. This will allow you to make a fixed start behaviour (like a squad moving to a set location) or do stuff like stop them from auto-waypoint making before an event happens- like units not taking up defensive positions untill you are detected, etc.
Last edited by Dr. Livesey; Jul 2, 2016 @ 11:41am
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Date Posted: Jun 29, 2016 @ 8:26pm
Posts: 10