Displaying posts tagged with

“scripts”

Adding Units to Warfare Factories

A while back I did a series of posts explaining how to add custom units to the Warfare modules’ Aircraft factory. see customizing-the-warfare-aircraft-factory-part-1 customizing-the-warfare-aircraft-factory-part-2 customizing-the-warfare-aircraft-factory-part-3 It was long and involved and while correct, there is an easier way. So if you haven’t read those posts, read this one first and decide which one works for your mission. The premise for this […]

Increasing AI Awareness with Locations

All stock Arma maps and most custom maps have locations hard coded into the Map data. These locations are classified by type and can tell your script about nearby towns, hills, vineyards etc. Using the maps locations you can attempt to script some more strategic decisions for your AI. This could be of particular use […]

Customizing The Warfare Aircraft Factory Part 2.

Scripting The Warfare Module. Last post I placed the basic units in the mission editor and got everything setup for my Warfare mission. (See Customizing The Warfare Aircraft Factory Part 1.) Now I’m going to create the custom scripting required to add a BAF lite CH-47 to the Warfare Aircraft Factory. This is a basic […]

Changing The Settings For The Arma2 ACM Module.

Changing The Settings For The Ambient Combat Manager Module. The Arma 2 Ambient Combat Manager (ACM) editor module spawns random patrols in the area around the player to simulate a larger conflict. The ACM module handles the random generation, waypoints and cleanup of the AI squads without having to insert the units manually into the […]

Dynamic AI Creator Editor Placed Objects & JCOVE.

How To Use Units Placed In the Editor With DAC 2.0 and JCOVE. So far I’ve concentrated on setting up my mission with random units generated by the DAC script. But what if you wanted to place units using the editor and then have the DAC script control their behavior and have them interact with […]