Displaying posts tagged with

“BIS functions”

BIS_WF_AddUnitData

Description Used to add units to a Warfare factory. If the unit already exists, the values will be updated. Parameters: Side – East, West, or Resistance Type – “Barracks”, “Light”, “Heavy”, “Aircraft”, “WingedAircraft”, “Depot”. Classname – Config classname (Example “USMC_Soldier” or “RU_Soldier”). Cost – Cost of unit. Empty cost for vehicles. Build time – Time […]

Creating a Simple Mission – Part 5

Random Patrols One way to give a mission a little more re-playability is to add some random elements. The built in function BIS_fnc_taskPatrol will allow me to assign my randomly created OPFOR AI a randomly created patrol route around a location. See previous post for instructions on setting up the Functions editor module. To call […]

Creating a Simple Mission – Part 4

Spawning Random Groups One of the functions (BIS_fnc_spawnGroup) BIS has provided allows you to spawn a random group or any group listed under the group (F2) function. For my mission I’d like to spawn a random OPFOR  group of 12 units and have them patrol the town. I put a game logic where I wanted […]

Creating A Simple Mission – Part 2

In my last entry I showed how to create an observation post using Dynamic Object Compositions or DynO module. Now it’s time to man my post with friendlies. Functions The easiest way to accomplish the manning of my observation post is with the built in funtion bis_fnc_taskDefend This function will cause some members of a […]