h3rm1t9536 Posted August 26, 2014 Share Posted August 26, 2014 Hi All, Our group play a relatively infantry small arms focussed type of game and we adjust the server to suit and thus the I&A MAP. I'd like to either reduce the volume/type of armor at side missions to light skinned vehicles or if that's not possible remove it all together. I see the following in the sideMissions.sqf and wonder if its the right area, particularly the area in bold. I did worry that its using an internal function though 'BIS_fnc_spawnGroup'. Any help would be great, thanks. //Spawn some enemies around the objective _unitsArray = [sideObj]; _x = 0; for "_x" from 0 to 2 do { _randomPos = [_flatPos, 50] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroup, _flatPos,50] call aw_fnc_spawn2_perimeterPatrol; [(units _spawnGroup)] call aw_setGroupSkill; _unitsArray = _unitsArray + [_spawnGroup]; }; _x = 0; for "_x" from 0 to 2 do { _randomPos = [_flatPos, 50] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam")] call BIS_fnc_spawnGroup; [_spawnGroup, _flatPos, 300] call aw_fnc_spawn2_randomPatrol; [(units _spawnGroup)] call aw_setGroupSkill; _unitsArray = _unitsArray + [_spawnGroup]; }; _randomPos = [_flatPos, 50,6] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Armored" >> "OIA_TankPlatoon_AA")] call BIS_fnc_spawnGroup; [_spawnGroup, _flatPos, 100] call aw_fnc_spawn2_randomPatrol; [(units _spawnGroup)] call aw_setGroupSkill; _unitsArray = _unitsArray + [_spawnGroup]; Link to comment Share on other sites More sharing options...
razgriz33 Posted August 26, 2014 Share Posted August 26, 2014 Correct, it's been a long time since i've personally dug through the spawning of stuff however it looks like it's simple enough, using arma's existing groups. poke around in the editor and spawn some groups you like the look of, then try to find them in CfgGroups. Link to comment Share on other sites More sharing options...
Stuffedsheep Posted August 26, 2014 Share Posted August 26, 2014 Well, the problem here seems to be that it spawns one complete AA tank platoon(2x t100, 2x tigres). The infantry groups that spawn varies from 0 to 2, so it can be either 0,1 or 2 groups if I'm not mistaken. what you could to is something like this: _x = 0; for "_x" from 0 to 2 do { _randomPos = [_flatPos, 50,6] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgVehicles" >> "O_MBT_02_base_F")] call BIS_fnc_spawnGroup; [_spawnGroup, _flatPos, 100] call aw_fnc_spawn2_randomPatrol; [(units _spawnGroup)] call aw_setGroupSkill; _unitsArray = _unitsArray + [_spawnGroup]; }; _x = 0; for "_x" from 0 to 2 do { _randomPos = [_flatPos, 50,6] call aw_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgVehicles" >> "O_APC_Tracked_02_AA_F")] call BIS_fnc_spawnGroup; [_spawnGroup, _flatPos, 100] call aw_fnc_spawn2_randomPatrol; [(units _spawnGroup)] call aw_setGroupSkill; _unitsArray = _unitsArray + [_spawnGroup]; }; Link to comment Share on other sites More sharing options...
h3rm1t9536 Posted August 27, 2014 Author Share Posted August 27, 2014 Thanks Stuffedsheep & razgriz33, I will give that a bash today and post back my findings. @razgriz33 - I assume the CfgGroups resides in the ARMA3 folder somewhere. Massive thanks for the great support, it really helps to keep ARMA 3 alive. Link to comment Share on other sites More sharing options...
h3rm1t9536 Posted August 27, 2014 Author Share Posted August 27, 2014 All good now thanks! Link to comment Share on other sites More sharing options...
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