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Zgłoś problem z tłumaczeniem
@Smersh Your mission failed depends on condition (like all player(s) killed or unconscious). I can't act on that. Try to find the mission failed code or trigger and modify the condition. Sorry, nothing to do on module.
It seems that everything is working. Now it is possible to add many custom groups to one Spawn Group module and they will spawn randomly. Good job.
Understood. At this time, I can't say when you could work on Arma for that. anyway, you could try to place 3 modules and add a common condition with exclusive effect for spawnng on one module but not the two others. For example, use arma variable time or diag_ticktime with a modulo (mod function) which can trigger a different time for the three modules.
Added option for randomization of groups on each waves. False by default for compatibility. So, tick the new box.
I have 3 custom groups (with customized gear, vehicles, etc.).
The task is to create a cyclic spawn of a random group chosen only from these three custom groups (for my infinite battle).
I connected all three groups to the Spawn Group module at the same time, but each time only one specific group kept spawning (only a tank, or only a BMP\IFV, etc.), meaning that no random switching between the groups occurred in the spawn cycle.
I don’t plan to use individual Spawn Group modules for each group, since I want to reduce system load and combat intensity, and also to introduce randomness — but with custom units and vehicles.
How can this be created using this mod?
P.S. The Spawn Group module is amazing, and I use it constantly. I’m very thankful for its creation. Overall, this mod is the best thing that could happen to Arma 3.
About "AIs can respawn" module:
I created this module for respawning non-playable AIs (playable ones are set by editor). The former intention was to allow enemy/friendly waves, infantry not in vehicles (because this case is supposed to be treated by the "Respawn vehicles" module.
So, respawning multiple AIs can be resource demanding. I focused on type /side /loadout, which is not so bad.
The name is the same as in editor (the full name), and not to be confused with the variable name of the unit (nor carried over). The pitch of the voice is neither carried over. The insignia is not carried over.
Scripted traits are not treated (as any other scripted behavior). But I'm rather sure that native traits (like medic or engineer) are carried over by types of dead/respawning AIs.
Everything is possible but I had to make some choices. That's a balance between general purpose and demanding specific features.
Furthermore, it seems to me Bohemia forums are dead. Arma 3 is no more maintained by devs, Reforger is not my taste. In other words, I spend less time on Arma.
MGI AI module
Triggers will only carry over one time after the initial spawning any trigger connected to the group or units are lost I believe because individual variable names do not carry over like in JEBUS.
Traits assigned like medic engineer ect will only carry over on the first use after they initial respwans they lose the ability that was a sign to them.
Voice changes will carry over for all respawns.
Faces changed will carry over for all respawns.
Any information but into a unit init will be lost after the first respawn for example forcing a specific ammunition to be used in a weapon ect.
Sincerely Avibird