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Side Mission Adjustment


h3rm1t9536

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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];

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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. 

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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];
};
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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.

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