Epic Battlefield System Scripted version
Original Author: granQ
Modified for standalone use, and added features by: subroc
Download
http://www.ingaklena.se/tmp/arma2/ebss_RC1.7z
(Included two tech demo missions, one with HAC, one without)
Description:
Works like the BIS ACM module to spawn units around the player but works for any addon. Added support to use with Rydygiers excellent "HETMAN AI Commander" (HAC). EBSS will do the spawning of units. HAC will control the war
Added some additional features to be able to tweak the module behaviour. If used without hac you can place as many modules as you computer can handle, if used with HAC the number of HAC commanders are as many as HAC allows (8).
but you can still add modules not controlled by HAC.
Use:
Place a Function module in the map.
Place a unit from the faction you would like to spawn and a GameLogic in the editor and sync them together, name the GL something like "EBS1".
(If used together with HAC you need to name the units according to HAC naming standards and place the appropiate HAC logics)
Add the following line in the GL init:
0 = this execvm "epic_battle_system\init.sqf"
Parameter(s):
this: the Logic object representing the EBS.
Additional parameters to set via setvariable:
this setvariable ["maxunits", 100];
Max number of units active at the same time by the module. Default=100
this setvariable ["townradius", 500];
Maximal distance to scan for towns to capture. Default=5000
this setvariable ["orbat", 500];
Maximal number of units this module will spawn. Default=9999
this setvariable ["debug", true];
Will generate debug information in sidechat: module name, units alive, max number of spawned units at the same time, number of units left (orbat). Default=false
this setvariable ["minspawndist", 100];
If enemy is with x Meters EBS module will not spawn units. Default=50
this setvariable ["hacenabled", true];
Will enable HAC functionalty for the EBS module (Require leaders and gamelogics named according to HAC standards). Default=false
this setvariable ["hacautoplace", true];
Will place HAC objectives randomly in all locations found within townradius var (Require "hacenabled" variable to be true). Default=false
this setVariable ["planes", false, true];
Will prevent the module from spawning planes, avaliable parameters are:
- planes
- helicopters
- tanks
- apc
- trucks
- infantry
- patrols
Credits:
granQ - For making the original EBS Module
Rydygier - For the excellent HAC script (I can not say this enough)
theOden - For protips and unfuxxing my bad coding
Terms of use:
Any non-profit use is allowed, Check with granQ as he is the original author of the code.
Note:
The HAC demomission is based on HETMAN 1.1 wip4, but EBSS should run fine with any version of HAC
Changlog:
20120729 RC1 - Added HAC support, many of the variables, removed arty units from spawning
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Foxhound





it spawns units which then move to a random town within the townradius, do they continue to move to other towns if no enemy is present after a certain amount of time? or is it possible to apply a guard waypoint on top for all units... im just thinking this as i use small amounts of units like ["maxunits", 20]; to save on performance and only 2-4 modules (weak rig) 