View Full Version : Mission Makers: How Do You Spawn Your AI?
The Hebrew Hammer
May 11 2011, 01:15
I've been watching a lot of videos in the User Video thread and in all of the operations I've seen they seem to know that a certain convoy will be coming down a certain road or that there's enemy in one town or landmark.
I'm aware that a lot of populating an area can be done with DAC, but it appears that a lot of mission makers don't use it. So how can I create make dynamic missions without dac?
Mr. Charles
May 11 2011, 13:23
I use UPSMON, but there are multiple ways to do so. Just search for UPS, UPSMON and GL4 on the forums here.
Günter Severloh
May 11 2011, 21:02
I use UPS type scripts:
UPS with respawning non-playable AI
http://www.armaholic.com/page.php?id=1086
AI respawn group patrol area using UPS
http://www.armaholic.com/page.php?id=6540
AI vehicle respawn patrol area using UPS
http://www.armaholic.com/page.php?id=6543
UPS - Urban patrol script
http://kronzky.info/ups/index.htm
The Hebrew Hammer
May 23 2011, 03:52
Is it okay to mix UPSMON with regular UPS?
I'm using the fortify parameter in UPSMON, but I want the respawn function of UPS. My init is going to look something like this:
nul = [this,"fortify","phaseline1"] execVM
"upsmon"; nul = [this, 3, 10, "spawn","phaseline1"] execVM "AI_respawn_UPS\AI_respawn_UPS_init.sqf";
---------- Post added at 08:52 PM ---------- Previous post was at 08:12 PM ----------
nevermind, one always overrides the other... is there a way around that? I just want my AI to spawn after dying and then fortify, is there a script already in the game for that? The respawn UPS script doesn't let me change the AI behavior so instead of bum rushing they patrol, not what I want..
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