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Thread: EBSS - Epic Battlefield System Scripted version

  1. #1

    EBSS - Epic Battlefield System Scripted version

    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
    Last edited by subroc; Jul 29 2012 at 16:33. Reason: forgot to write about the function module requirements
    http://www.anrop.se - Swedish arma community

  2. #2

  3. #3
    Last edited by Foxhound; Jul 29 2012 at 20:25. Reason: fixed link, made typo

  4. #4
    Foxie, when clicking on the Armaholic Homepage it sends straight into CSLA Infantry http://www.armaholic.com/page.php?id=1293

  5. #5
    Thanks subrok, this was always a promising but somewhat unfinished module! Great you have picked it up.

  6. #6
    Second Lieutenant Kremator's Avatar
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    Cambridge, UK
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    4,956
    Nice work mate. I remembered testing this with GQ a long time ago!

  7. #7
    cool !!
    WTG add-on for implement THQ-level AI and below.
    just hope its not slow my computer to crawl[reading in iNtel wold b laughing, reading such nonsense ;]

  8. #8
    Hey Subrok,

    Playing around with this on Reshman Province map with a ridiculous townradius of 20000

    Nice options with being able to disable tanks, planes etc for each module and look forward to trying out the HAC version... need a good hour or two for that.

    Dumb question time 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)

    Im concerned that these units may all end up in empty towns and the script is satisfied and nothing else happens... hope that makes sense

    I did try using Demonized support script but not sure if its working properly anymore, need to test it properly when i get time.

  9. #9
    Sergeant
    Join Date
    Dec 29 2005
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    Sweden
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    Author of the Thread
    For EBSS own "dumb commanderAI" it sends units to random towns within townradius disregarding if he has sent a group there earlier. Dont have the script at hand right now, but as far as i remember when a group reach a town it will start patrolling in a 500m radius using BIS_fn_taskPatrol function. from what i recall it can be some trouble to control the AI manually once this function is in effect.
    I will try some alternative "patrol functions" maybe set a guardtrig in the selected town and give the group a guard wp in that town, that will make them react to threats in other towns aswell.

    For the HAC commander it will first send groups to random towns but relocate them according to where threats are. Best way to avoid sending groups to empty town that are not used in mission is to disable the "hacautoplace" var and manually place the HAC objectives in the editor. You can even setpos them around from a own script while game is running

    I need to check how EBSS performs with "hacenabled" option. It may very well be that the patrol function also blocks out any commands from HAC.

  10. #10
    Master Gunnery Sergeant Rydygier's Avatar
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    It may very well be that the patrol function also blocks out any commands from HAC.
    Shouldn't be such problems there. If I'm not mistaken BIS patrol just adds couple of random waypoints with cycle wp at end, and then exits. HAC, at init part of any "Go" script (movement order execution code) removes all previously assigned to the group waypoints, same should be with WPs added via BIS patrol function.

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