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  1. #1
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    [EDITING]Super Duper Simple Wave Spawn Script

    I one goal designing this simple as possible yet usefull, now i hope you find it it usefull.

    Code:
    // SUPER DUPER SIMPLE WAVE SPAWN SCRIPT BY HEAD
    // add  [] execVM "init_wave.sqf"; to init.sqf (make sure it's run server only)
    /*
    hea_spawnLoc is a array of markers, the enemy wave will spawn there.
    hea_attackLoc is a array of markers, the enemy wave will move there after spawning.
    Note: Both arrays are randomized.
    
    
    hea_wave_side is cruical to be set to the right side. WEST / EAST / resistance.
    hea_wave* is a array of classname's that will spawn on that wave.
    one for each wave should be present.
    hea_wave_dir : just if you move / rename the directory containing the scripts.
    hea_pre_stage_mode : behavior mode before stage marker
    hea_post_stage_mode : behavior mode after attack marker.
    
    
    Additonal features
    
    
    placeing a marker with markername of a spawn for example 
    spawn_stage will mean that the enemy forces will mount up if they can and move to the stage location with thier mode set to hea_pre_stage_mode
    where they will dismount and switch behavior to hea_post_stage_mode and continue thier attack.
    http://dl.dropbox.com/u/3676056/wave_script.rar

    Questions?...

    EDIT: this requires the function model on the mission (default on folk base)
    Last edited by Head; 12-05-2012 at 07:48 PM. Reason: Fixed link stuff

  2. #2
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    updated. new feature staging points

  3. #3
    Secondary Hivemind Nexus Wolfenswan's Avatar
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    nice one head. quite elegant compared to that atrocity of my code that's still WIP (and will probably never see the light of the day).

    fairly easy to randomize the spawns too.
    replace
    Code:
    _curWave = _curWave + 1;
    in run.sqf with
    Code:
    _curWave = ceil(random hea_numOfwaves);
    if (_curWave = 0) then {_curWave = 1};
    (this will run for ever, so add a global check variable if you want it to end some time)


    also it might be better to use setWaypointCombatMode instead of CombatMode as the latter forces them to a slow Walk in Careless and Safe. Furthermore Seek&Destroy does only work reliably in conjunction with CombatMode "Red".


    I'm currently tweaking your script so that it allows and "infinite" number of waves respectively one that can be set by a parameter, increases dynamically and finally releases a last, giant wave.
    Last edited by Wolfenswan; 12-03-2012 at 12:27 AM.

  4. #4
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    New update, allows paralleled running of the script to support multiple wave setups

  5. #5
    The script wont spawn infantry unless you set side to WEST which you can't because then if they are EAST they will kill themselves.
    Last edited by PaperPlane; 30-07-2013 at 04:09 PM.

  6. #6
    Secondary Hivemind Nexus Wolfenswan's Avatar
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    1,523
    Hey PaperPlane, this is stuff is most likely outdated. All our current script stuff can be found on the Folk ARPS foum.

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