• ArmA 2: Operation Arrowhead - release 29th June!
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[QUOTE=cr2142;23474253]how do you do that ?[/QUOTE] Attachto. [url]http://community.bistudio.com/wiki/attachTo[/url]
where do you find it in game and is it in the 3D to ? and how do you ues it it looks cool but i cant find nothing in 3d editor ?? any help
Is there any way to make more friendly units show up when using the ACM? I never see frendlies, except maybe a truck in the distance rarely. I alway just get raped by helicopters when using the ACM.
[QUOTE=dragon1972;23462596]Anyone have any tips on how to get the ACM to work properly? I can put one down and synch it, but nothing happens after 10-15 minutes of gameplay.[/QUOTE] Do you have OA? If so, here's a sample mission I made with it. [URL]http://www.mediafire.com/?97zxn372646mibi[/URL] Extract it, put the folder 'acm-3.Desert_E' into your documents/arma2/missions folder and load it up in the editor. The init.sqf is what changes the settings for the ACM. It should be fairly straightforward to understand. If you don't have OA, check out this thread: [URL]http://forums.bistudio.com/showthread.php?t=73393&page=21[/URL] and the official wiki: [URL]http://community.bistudio.com/wiki/Ambient_Combat_Manager[/URL] Barnhouse, if you are using a init.sqf file add this line to stop the helicopter rape: ["air_patrol", 0.1, MODULE_NAME] call BIS_ACM_setTypeChanceFunc; Change MODULE_NAME to what the module is named, and change 0.1 to whatver you want. This changes the frequency of 'air_patrol' spawns. A value of 1 is maximum, 0 is minimum, -1 is off completely. I'm not 100% sure how to make more friendly units show up, but you could just make another ACM synced to a different group only spawning friendlies. The thread I linked to has some information on how to set which groups will spawn, but that might be a bit tricky. Here's an example: [BIS_ACM, ["US_TeamAT", "US_HeavyATTeam", "US_MotorizedSectionAT", "TK_InfantrySectionAT", "TK_MechanizedReconSectionAT", "TK_INS_ATTeam"]] call BIS_ACM_addGroupClassesFunc; That line will make the module 'BIS_ACM' only spawn US and Takistani AT groups.
How are you guys placing units in the 3D editor?
How do you use the Flashlight? I've been trying to make some eerie zombie maps in OA but its just not the same without flashlights.
[QUOTE=eggnogg13;23477953]How do you use the Flashlight? I've been trying to make some eerie zombie maps in OA but its just not the same without flashlights.[/QUOTE] Don't you just press L with a weapon equipped with a flashlight?
[QUOTE=Tac Error;23478171]Don't you just press L with a weapon equipped with a flashlight?[/QUOTE] yeah you just gotta make sure your weapon has a flashlight.
[QUOTE=Brodi;23477874]How are you guys placing units in the 3D editor?[/QUOTE] centre choose opfor Bluefor inderpendent and civilan then in centre choose the hate to like then go to group and click ok then go to units and then you can choose units do the same the other way around so you have opponents IE bluefor hates opfor then center and click ok do the same as opfor opfor hates bluefor then go to center and click ok then you should have in the units section group,0 bluefor group,1 opfor then you just place some somewere and let them kill eachother Enjoi :D [editline]10:11PM[/editline] so anyhelp with the attachto command i realy want to use it but it looks hard anyone give me an clear way on how to use it please
object1 attachTo [object2,[0,0,1]]; attaches object1 1 meter above object2, put it in the init of one of the objects
[QUOTE=Hamsterman;23478571]object1 attachTo [object2,[0,0,1]]; attaches object1 1 meter above object2, put it in the init of one of the objects[/QUOTE] so where do i find that i mean like center, units, waypoints etc?
[QUOTE=cr2142;23478346] so anyhelp with the attachto command i realy want to use it but it looks hard anyone give me an clear way on how to use it please[/QUOTE] [url]http://community.bistudio.com/wiki/attachTo[/url] In the init field for an object put in: player attachTo [car,[0,0,1]]; This will attach the unit named 'player' to the unit named 'car' with an offset of 0,0,1
so say i want to attach an gun to an tank i put weapon attachto [tank,[0,0,1]];
Yeah, but you should change the 0,0,1 to something else. Just try it anyway, this will just change the position it's at.
so if i name some unit "cr2142" then i spawn an M1A1 then i put into the field of the unit "cr2142" cr2142 attachto [M1A1,[0,0,1]];
Yes, but he only spawns 1 meter above the center of the tank, and cannot turn. You should use static guns instead of people.
YO DAWG SOMEONE SEND ME $40 ON PAYPAL :( c
What's some fun shit to do in the editor (vanilla Arma 2) [editline]07:39PM[/editline] [QUOTE=cr2142;23479018]so if i name some unit "cr2142" then i spawn an M1A1 then i put into the field of the unit "cr2142" cr2142 attachto [M1A1,[0,0,1]];[/QUOTE] [media]http://www.youtube.com/watch?v=bGQUSbcSyJA[/media] I made a video if you are still having trouble [editline]07:40PM[/editline] It's processing still so hold up
The quality turned out horrid, but hopefully it helps. ... Double post..?
thank you thank you thank you i actully had an headach trying to sus that out ;)
[QUOTE=Dylan_94;23480939][media]http://www.youtube.com/watch?v=bGQUSbcSyJA[/media] I made a video if you are still having trouble[/QUOTE] Thank you so much, that looks like so much fun, the possibilites are endless. cant wait to try it out, thank you. [editline]09:38AM[/editline] No, but seriously, can somone tell me what ACM does.
[QUOTE=adadadsd;23493072] No, but seriously, can somone tell me what ACM does.[/QUOTE] It randomly spawns patrols near whatever unit it's synchronized to, and cleans them up as needed. [quote]The Ambient Combat Manager (ACM) is a scripted module for ArmA 2 which can dynamically generate a war around a unit. It is meant to fill the gameworld with actual combat while moving through it and without having to place units manually. The generated patrols are not faked: they will fight with and / or against you. Since no current computer would be able to handle an entire ArmA 2 gameworld full of AI units, the ACM cleans up after itself. It will remove dynamic content as the player moves away from it. After starting a mission with an ACM it may take some time for the patrols to appear, depending mostly on the ACM's intensity setting.[/quote] [url=http://community.bistudio.com/wiki/Ambient_Combat_Manager]http://community.bistudio.com/wiki/Ambient_Combat_Manager[/url]
I still have an ACM script made by someone back when we had a forum. Create an ACM module named "BIS_ACM". Save the mission, then go to it's mission folder and create a file called init.sqf, and paste [code]waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols, AKA intensity, (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min and max spawn distance in meters from unit ACM is synchronized with [BIS_ACM, 300, 600] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["USMC", "RU"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0.5, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [/code] You usually see results in about 30-60 seconds.
[QUOTE=ShadowPhoeni;23496583]I still have an ACM script made by someone back when we had a forum. Create an ACM module named "BIS_ACM". Save the mission, then go to it's mission folder and create a file called init.sqf, and paste [code]waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; //Sets frequency and number of patrols, AKA intensity, (0-1). BIS_ACM is module name [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //min and max spawn distance in meters from unit ACM is synchronized with [BIS_ACM, 300, 600] call BIS_ACM_setSpawnDistanceFunc; //factions to be spawned [["USMC", "RU"], BIS_ACM] call BIS_ACM_setFactionsFunc; //Skill range for spawned units [0, 0.5, BIS_ACM] call BIS_ACM_setSkillFunc; //Amount of ammo spawned units possess [0.2, 0.5, BIS_ACM] call BIS_ACM_setAmmoFunc; //Type of patrol. With 0 meaning no chance of appearing, and 1 meaning 100% chance. -1 removes patrol type completely. ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0.5, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [/code] You usually see results in about 30-60 seconds.[/QUOTE] Where are the missions kept?
C:\Users\*Username*\Documents\ArmA 2\missions
[QUOTE=Dylan_94;23480939]What's some fun shit to do in the editor (vanilla Arma 2) [/QUOTE] Build ramps at the airport, and jump over planes as they take off. Or create flying bases by attachto-ing buildings to the C130. [IMG]http://i27.tinypic.com/2ut6kao.jpg[/IMG]
Is there any way to sort of make vehicles and stuff randomly appear in the editor? I enjoy trying to make it from one side of the map to the other with the ACM on, but if my vehicle gets destroyed, then finishing the journey on foot is quite laborious.
[QUOTE=Barnhouse;23497277]Is there any way to sort of make vehicles and stuff randomly appear in the editor? I enjoy trying to make it from one side of the map to the other with the ACM on, but if my vehicle gets destroyed, then finishing the journey on foot is quite laborious.[/QUOTE] Ambient Civilian vehicles You might also be interested in this. It makes them driving on the streets instead of parked. [URL]http://forums.bistudio.com/showthread.php?t=90435[/URL]
Is there a facepunch server online? The one in OP doesn't work.
[QUOTE=Dylan_94;23480939]What's some fun shit to do in the editor (vanilla Arma 2)[/QUOTE] Line up a shit load of Airplanes, line up another shitload on the other side of the map of the enemy team. This: [media]http://www.youtube.com/watch?v=khG8pVEmzO4[/media]
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