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Arma 3 Respawn Script

Arma 3 Creator DLC. Learn about our plans to publish third-party DLC for Arma 3, starting with the release of the first Creator DLC on April 29. Apr 08, 2018  About Exile Arma 3 Mod It is the year 2039. After the resource depleting conflict in Greece, Europe suffers from a new deflation crisis, leading the crime rate to a new peak in history. This would be a great script if after you built the actual buildings if you were able to buy units from them (ex. Barracks=make new units/heavy factory=make new armor, etc.). If it is possible on this script, I guess I just cant figure it out.

  1. First off and this is the most important step create Description.ext (let me explain)
  2. 2. Find your 'user' folder
  3. 3. Go to Documents/mydocuments/Arma3Alpha - Other Profles (or your main profile)/ 'user name'/MPMissions/'mission name'
  4. Once you are in that folder you need to open up Notepad and create a Description.Ext document. Windows likes to automatically save this file as a Txt document, which screws it up, but here is what you need to put it in for respawning.
  5. Example:
  6. respawn = 'GROUP';
  7. respawnDialog = false;
  8. This code will have you automatically respawning onto an AI squad member, if there is one alive. If none are alive you will become that mighty fine spectactor bird. The respawn delay is how long it takes to spawn once you are dead and the respawn dialog is normally left at false, unless you want a respawn countdown timer on and a scoreboard.
  9. There are several options for respawning. You can do:
  10. -None
  11. -Instant (respawn where you died)
  12. -Base (respawns at a specially named marker placed in the editor)
  13. -Group (explained above, but basically respawns you onto an AI squad member)
  14. -Side (you will respawn to any AI on your side, OPFOR/BLUFOR etc., if there aren't any AI left then you once again return to the sky as a gorgeous bird)
  15. All of these are pretty self explanatory except for Base. For base you will have to place a Marker, using the marker tool, wherever you want on the map. You will name it one of these very specific options:
  16. -respawn_west
  17. -respawn_guerrila
  18. You can modify those names with 1,2,3 etc. after the end of the name to make multiple spawn points for the same faction, but it will also be attached to those factions. West is for BLUFOR, East is for OPFOR. I haven't tested to see if guerilla has translated to independent in ARMA 3.
  19. All of these respawn codes are essentially the same as the ARMA 2 ones and so far they all seem to work in ARMA 3 Alpha so far.
  20. To reiterate, make a Description Ext. in Notepad, place the three line code above in it ex.
  21. respawn = 'GROUP';
  22. respawnDialog = false;
  23. Save as 'all filetypes' not text document and make sure it is in whatever mission folder that you are trying to modify. You can check to see if the file is an Ext file or a Txt file by going into the the files properties in Windows Explorer and looking at the Type of File box. Let me know if there are any questions and I will test these more and add more notes.
Version: 1.3

Dynamic AI with Blackjack and Whores

License: APL-SA

Dependencies

  • dzn_commonFunctions v1.2 (https://github.com/10Dozen/dzn_commonFunctions)
  • dzn_gear v2.8 (https://github.com/10Dozen/dzn_gear)Use https://github.com/10Dozen/tSF_Installer for easy installation

How To

Step By Step

See Getting Started Wiki

Control Zone

Arma 3 Random Spawn Script

If zone is not active by default and before it activated you can use some functions to control zones:

  • dzn_zone1 call dzn_fnc_dynai_activateZone - activates zone and start spawn groups. Parameters: gamelogic object;
  • [dzn_zone1, [200,200,0], 90] call dzn_fnc_dynai_moveZone - moves and rotates given zone. Parameters: gamelogic object, pos3d, direction (optional);
  • dzn_zone1 call dzn_fnc_dynai_getZoneKeypoints - return all zone's keypoints (array of pos3ds);
  • [dzn_zone1, [ [200,200,0], [300,300,0], [400,400,0] ]] call dzn_fnc_dynai_setZoneKeypoints - set new keypoints for zone. Parameters: zone's GameLogic, array of pos3ds


Get more at API wiki.

Vehicle Behavior

Arma 3 player respawn script

Use different second value in vehicle array ( ['B_G_Offroad_01_armed_F','Vehicle','] ) to get different behavior:
Vehicle, Vehicle Patrol - vehicle group will patrol through keypoints or random points in cycle.
Vehicle Advance - vehicle group will move through keypoints or several random points and will hold on the last checkpoint.
Vehicle Hold - vehicle group will hold therir position (static, AAA, defensive position)
Vehicle Road Hold/Road Patrol - vehicle group will hold their position at the road/patrol roads

Groups Reaction

If dzn_dynai_allowGroupResponse variable is true - group reactions will be used. That means, that group which met many hostiles or suffer great loses will call for help. Then nearby allied group will move to caller position to provide support.You can add Editor-placed units/groups to Group Reaction system (check wiki for details).

Caching

If dzn_dynai_enableCaching variable is true - units, which are placed far from the players become 'cached' and will not affect on performance. Cached unit will be hidden, excluded from simulation (no physics, no AI, no graphics). Anyway group leaders will not be cached, so AI groups will patrol areas (using single unit per group) and when players come closer - rest of the squad will be uncached at the current position of group leader.
dzn_dynai_cacheDistance variable allow you to set minimum distance between unit and nearest player when unit become cached.
dzn_dynai_cachingTimeout and dzn_dynai_cacheCheckTimer allow you to customize time between cache/uncache checks (e.g. make periods longer/shorter)

Group Custom Skill Level

It is available to set individual skill level for every group. To do it - add skill array as 3rd argument of group array:

Simple skill

[ 28, [ ['B_G_Offroad_01_armed_F','Vehicle Patrol','], ['B_Soldier_F',[0,'driver'],'], ['B_Soldier_F',[0,'gunner'],'] ],

[false, 0.5] /* Simple skill: isComplex(BOOLEAN), skill level(NUMBER) */]

Complex skill

[ 28, [ ['B_G_Offroad_01_armed_F','Vehicle Patrol','], ['B_Soldier_F',[0,'driver'],'], ['B_Soldier_F',[0,'gunner'],'] ],

[true, [['accuracy, 0.5], ['spotTime', 0.9]]] /* Complex Skill: isComplex(BOOLEAN), Skill array (NUMBER) */]