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Enemy occupation system (eos)

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EOS



Enemy Occupation System



Enemy Occupation System (EOS) is a highly customisable and powerful script that enables mission designers to easily populate their scenarios with AI units. Units spawned within the EOS environment are automatically removed when not required to save resources and ultimately enable larger multiplayer missions without lag and de-sync.

EOS features v1.98 (12/02/14)

- Spawn AI infantry, divers, boats, motorised infantry, armoured vehicles, helicopters and Static placements.

- Automatically spawn/deletes units to save server resources

- Realistically cache units

- Units patrol marker area

- More control for advanced users

- Extensive instructions for beginners

- Customise AI skill levels

- Bastion defense option

- Probability parameters for more realism

Instructions

FULL INSTRUCTIONS IN DOWNLOAD

Download below and open EOS Read Me.pdf to get started

Build 1.98

Armaholic link 1.98

Build 1.98

Download 1.98

ChangeLog

changelog 1.98

- Vehicles are crewed manually using unitpools "_crew" and "_helicrew". Increase flexibility for custom units.

- Removed functions;EOS_LightVeh,EOS_Armour,EOS_spawnStatic, EOS_Chopper. Replaced with EOS_fnc_spawnvehicle.

- EOS Unit eventhandlers function created. Named: eos_fnc_grouphandlers. (functions\setskill.sqf)

- Safe positions for vehicles handled by: EOS_fnc_findSafePos . (functions\findsafepos.sqf)

- Cargo fill function adapted for EOS_fnc_spawnvehicle

- New unit pools created for EOS_fnc_spawnvehicle function. Define _crewPool and _helicrew in (eos\unitPools.sqf)

- Optional probability parameter added for each type of unit spawned (yes that's right)

- Optional height limit and debug parameters added

changelog 1.97

- fixed AI skill

- Fixed patrol group cache

- Fixed attack/transport chopper

- Hugely improved efficiency

- Bastion completed

- New parameters for bastion

- EOS integrated with bastion

- Added marker angle variable

- Bastion readme

- Transport helicopters land outside of zone

changelog 1.96

- Diver/boats spawn properly in water

- Units now spawn with equal spread in non-symmetrical markers (No more clustering the center of some markers)

- Patrolling units will not patrol outside of the marker area

- Several rpt error fixes

- New word document explaining new features

- Now uses SHUKOs random pos script

changelog 1.95

- Adapted SHUKOS patrol script for EOS. Patrolling infantry will no longer leave the marker area

- Customisable skills for all AI

- Vehicles are much less likely to explode in populates areas

- House patrols are more likely to appear inside houses

- Added kill counter function

- Added damage eventhandler

- Various improvements in scripts

- Formatted EOS scripts

- Applied improvements from forum thread

- Armoured vehicles no longer spawn with groups

changelog 1.951

- Fixed error with damage amp

v1.9 Changelog

- Transport helicopter unloads cargo

- Re-written EOS

- Select group sizes

- Motorised infantry fill empty seats

- Superior caching of units

- Unit pools instead of group cfg's for use with Add-ons

- Faster system

v1.8 Changelog

- Now Fully JIP compatible

- Implemented game logic server variable to handle JIP

- Fixed errors when clearing zones

- Undefined variables are fixed

- Empty markers much more efficient

v1.75 Changelog

- Patched (_active) script error

- Much increased stability when caching EOS zones (Tested with over 200 units at one time)

- Helicopters available in EOS and Bastion!

- Helicopters will approach zone and circle it

- Updated PDF's with new information

- Patrol groups should stay in the zone

Changelog v1.7

- Fixed error messages

- Added scaling AI with players

- Dynamic battlefield

- Spawn as many groups as you desire

- Spawn static placements

Changelog v1.6

-Added INDEPENDENT groups into script

-Vehicles now spawn safely

-Custom pre-sets support randomisation

Changelog v1.5

- bIS_fNC_MP was causing lag. Switched to onplayerconnected command to reduce lag

- Reformatted scripts

- Added new feature. EOS Bastion Mode

Changelog v1.4

- Using getmarkerSize over static variable

- Updated Empty Marker script so it wont turn green until players are in zone AND enemies are dead

- Removed ActiveEOS marker function. Was redundant

- Safe Zone is now marker size + safe zone distance

- Added parameter for invisible markers

- Completed EOS zones become empty zones.

- Amended Empty zones to not activate with helicopters

- Improved externalVariable

- More information regarding EOS in readme.PDF

Changelog v1.3

Replaced distance checks with triggers. (Dedicated server problems)

Added new eos_OpenMe.sqf (Streamlines EOS process)

Created PDF Quickstart guide explaining functions and installation of EOS

Changelog v1.2

-Removed triggers in favor of distance checks

-Streamlined reinforcement calling

-Changes have increased reliability and efficiency

Changelog v1.1

#hotfix - Added hints/markers to showcase mission

#hotfix - Added servercheck to eos_empty script

- Reworked EOS to be much more efficient

- Fully Dedicated compatible. Marker colors supported

Credits

- BlackSheep for help with task patrol

- SHK for buildingPos.sqf;

- SHK for his patrol script

- Lots of Mission editors and everyone who have answered my questions

- Na_Palm credit for help with exploding vehicles

- mantls credit for located random position script

- mantls credit for tweaking ai skill

- Redfield-77 for his damage eventhandler



I greatly appreciate any support, no matter how small.

It really helps knowing that people enjoy my hard work and motivates me to continue to increase my knowledge of ArmA scripting.

Thank you for your support!

c58.gif

By BangaBob

Edited by BangaBob
  • Like 13
  • Thanks 2

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Updated with video demonstration + instructions.

Any feedback would be appreciated :)

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  • Thanks 1

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Going to be making an urban fighting mission in the next week so will give this a go and let you know mate. Thanks.

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That upload shite (I mean site) is rubbish. Send it to Armaholic or somewhere decent to get noticed mate.

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The guys who are armaholic admins on here usually look for stuff like this and upload it to their site themselves don't they? Maybe they will see it and put it on there for him. I've played a mission using this script btw as bangabob and I are in the same arma community (SilentWarriors); it does mostly seem to work well from what we've seen so far, and it seems like it will enable people to quickly make insurgency style area capture missions.

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@Kremator

I tried Armaholic but it is hard to navigate the site to an upload page.

Besides i think the service on speedy share is excellent...

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Brilliant Banga, im loving all the new scripts like these, thanks!!

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Tried this a bit last night Banga and it worked a treat, wd mate thanks :)

One question.. Is there a way to get the units that have spawned outside buidlings (inc vehicle) to patrol around a bit rather than just stay in one spot?

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Awesome and very handy script, thanks for sharing it with the community.

Haz

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looks very good. 2 questions though;

-would it be possible to have caching on TRUE, while still having the effect of the marker turning green when the spawned units are dead?

-what line exactly do I have to change numbers to bring down the amount of units spawning?

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One question.. Is there a way to get the units that have spawned outside buidlings (inc vehicle) to patrol around a bit rather than just stay in one spot?

Yes the squads that don't spawn with shkbuildingpos should run "call bis_fnc_taskPatrol" which gives them waypoints.

---------- Post added at 12:50 ---------- Previous post was at 12:46 ----------

-would it be possible to have caching on TRUE, while still having the effect of the marker turning green when the spawned units are dead?

So you want AI to spawn even after you have cleared the marker. Yes thats possible

Find this code

//If OPFOR are dead then
if (triggeractivated _r) then 

And try changing it too

//If OPFOR are dead then
if (triggeractivated _r) then {
deleteVehicle _r;deleteVehicle _t;deleteVehicle _d;				
null = [_mkrname,_hvyai,_vehai,_detcdst,_dyai] execvm "occupationtile.sqf";
} else {...	

---------- Post added at 12:52 ---------- Previous post was at 12:50 ----------

-what line exactly do I have to change numbers to bring down the amount of units spawning?

   			_grp= _this select 1;
   			_grp = [_spwnpos, East, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[],[],[0.25,0.4]] call BIS_fnc_spawnGroup;
   			sleep 0.1;

You can swap these blocks out with your own custom groups. Just make sure to set the group name as _grp or _grp1 or _grp2 (Depending on which group you change) and have them spawn on _spwnpos

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..

So you want AI to spawn even after you have cleared the marker. Yes thats possible

What I meant was having it function as in insurgency; enemies spawn and despawn in the red grids, but when you kill every spawned unit in a grid, the grid turns green and enemies stop spawning.

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What I meant was having it function as in insurgency; enemies spawn and despawn in the red grids, but when you kill every spawned unit in a grid, the grid turns green and enemies stop spawning.

Yeah thats the default setting

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*huge facepalm*

Sorry for the inconvenience, I thought that the grids didn't change with caching on. whoops

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You mentioned in your video that no other system despawns like this but DAC has for many many years. Of course it does things differently so maybe you were not comparing this to DAC.

Otherwise great job here.

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but DAC has for many many years. Of course it does things differently so maybe you were not comparing this to DAC.

Otherwise great job here.

Thanks. Yeah i know about DAC and i've tried it on Arma 3 myself. But in my testing of DAC it had some problems with A3. Hopefully the maker of DAC will update officially for Arma 3 soon

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Updated script to 0.7.

Several tweaks and added randomised group selection

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thnx for the new version, downloaded it allready. :)

I very much like this script, but to make it a bit more interesting and insurgency-like there should also be a script that lets some killed enemies drop intel that leads to markers around random cache positions on the map, so players have an objective besides clearing grids. could you make something like that? :)

T

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thnx for the new version, downloaded it allready. :)

I very much like this script, but to make it a bit more interesting and insurgency-like there should also be a script that lets some killed enemies drop intel that leads to markers around random cache positions on the map, so players have an objective besides clearing grids. could you make something like that? :)

T

This is only a script, not a mission. I don't know he might reply and say he'll try it but I'd say it's up to you to as a mission designer to make objectives from it or to go alongside it. It's only one element of a mission you could build using it, not a mission itself.

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This is only a script, not a mission. I don't know he might reply and say he'll try it but I'd say it's up to you to as a mission designer to make objectives from it or to go alongside it. It's only one element of a mission you could build using it, not a mission itself.
..

- Based on INSURGENCY

..

a script for intel and cache's combined with this would be perfect for an insurgency mission. im not asking him to make a mission. I'm asking for a script. read.

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