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Ambient Combat module

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Ambient Combat module Empty Ambient Combat module

Post  DirTyDeeDs Sat Jun 13, 2009 4:19 pm

What does it do?

mr.g-c wrote:It randomly spawns AI units of all sides which then fight each other....
Here i have a Video here where suddenly Mi24, F35 and M1A2 TUSK Tanks appeared:

MechaStalin wrote:Is there a special way to set up this module or does it function like the Ambient Civillians module? If you just place it by its self nothing seems to happen.

DnA wrote:Yes, you simply synchronize (F5) the module with a unit and it will kick in. Do not group (F2) it, for that will not do anything Smile

We will add more configuration information to the BiKi soon, but here's some stuff to get you started (ACM reference means either the module itself or one of the units in the group it's synchronized to):

Code:
//The intensity value should be a Number between 0.0 and 1.0.
[<intensity | Number>, <ACM reference | Object>] call BIS_ACM_setIntensityFunc;

//Distances with the value -1 will leave the distance as it was.
//Distances with a value below -1 will reset to their defaults.
[<ACM reference | Object>, <minimum | Number>, <maximum | Number>] call BIS_ACM_setSpawnDistanceFunc;

//The skill values should be Numbers between 0.0 and 1.0.
[<minimum | Number>, <maximum | Number>, <ACM reference | Object>] call BIS_ACM_setSkillFunc;

//The ammo values should be Numbers between 0.0 and 1.0.
[<minimum | Number>, <maximum | Number>, <ACM reference | Object>] call BIS_ACM_setAmmoFunc;

//You can pass both actual CfgGroups Config entries or class name Strings.
[<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_addGroupClassesFunc;

//Passing an empty types Array will completely disable the custom database and switch back to the default.
[<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_removeGroupClassesFunc;

//Pick from: USMC, CDF, RU, INS, GUE.
[<factions | Array of Strings>, <ACM reference | Object>] call BIS_ACM_setFactionsFunc;

//When passing Arrays, these should contain the top-left and bottom-right coordinates.
[<ACM reference | Object>, <types | Array of Arrays and / or Markers and / or triggers>] call BIS_ACM_blacklistAreaFunc;

/*type must be one of "", "ground_patrol", "air_patrol".
Passing an empty type will reset back to the default pool.
Weights should normally be between 0 and 1.
A weight of -1 will remove that patrol type from the pool.*/
[<type | String>, <weight / chance | Number>, <ACM reference | Object>] call BIS_ACM_setTypeChanceFunc;
DirTyDeeDs
DirTyDeeDs
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