Arma 3 Mission Editing Tutorial - Sector Control 2 - Spawn AI

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  • เผยแพร่เมื่อ 17 ธ.ค. 2016
  • This is the second of three videos where we use the Spawn AI modules to set multiple spawn points and then they will automatically move to take the sectors they don't own.
    No scripting!
    "This video was created using content of Bohemia Interactive a.s."
    "Copyright © 2017 Bohemia Interactive a.s. All rights reserved."
    "See www.bistudio.com for more information."
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ความคิดเห็น • 101

  • @AGGStudios
    @AGGStudios 3 ปีที่แล้ว +29

    I know the video is incredibly old, but for anyone who is having the issue where only one team will advance to capture a sector, heres the fix. Only place 1 sector tactic, and link that tactic to every spawn ai module. Don't use multiple sector tactics. Just link the one to all of your spawn AI modules.

    • @AGGStudios
      @AGGStudios 3 ปีที่แล้ว

      @SA SA No problem!

    • @rainydayphotography3077
      @rainydayphotography3077 3 ปีที่แล้ว

      You are a saint

    • @MrJamesthurston
      @MrJamesthurston 2 ปีที่แล้ว +3

      Dude, I spent 4 hours on this problem and your comment fixed it immediately - I MUST read the comments more...... thanks mate

    • @StormCross25
      @StormCross25 2 ปีที่แล้ว

      Thanks man

    • @phazix6529
      @phazix6529 2 ปีที่แล้ว

      This comment just saved me tysm

  • @ValaAssistant
    @ValaAssistant 5 ปีที่แล้ว +7

    what about individual ai units, like aliens or zombies?

  • @warlord1885
    @warlord1885 4 ปีที่แล้ว +2

    So hey, I subbed obviously!!! Great video but I do have a little question??
    I have placed opfor and blufor ai but once they capture a sector they just sit on it instead of trying to take each other’s???

  • @N7Soldier_
    @N7Soldier_ 2 ปีที่แล้ว +1

    Late answer but for those having an error related to waypoints or not valid area, ensure you use the gamelogic 'LocationArea_F' to link your sector, any other will throw an error.

  • @xxxamdcrashdrivexxx1212
    @xxxamdcrashdrivexxx1212 6 ปีที่แล้ว +2

    is there a way spawn AI around the player? I mean, about 100-400 meters from me?

  • @Neckromorph
    @Neckromorph 7 ปีที่แล้ว +6

    Thanks for doing these tutorials. I've been looking for a way to automatically spawn AI and have them move to an area by themselves instead of manually placing units and giving them waypoints. I have a question though. I've been trying to do AI vs AI battles, so I'll place the sector, area, sides, AI spawn, AI tactics, etc. like you did in the video. I'll do that for both teams, BLUFOR and OPFOR. But when I go to spectate, both sides will spawn units, but only OPFOR will go for the sector, while BLUFOR just sits around at spawn. Apparently I'm missing something, but I don't know what.
    Also, I just found out if I remove the OPFOR spawn and sector tactics, then spectate, BLUFOR will go for the sector. So there's something that's only allowing one side to take the sector.

    • @thepreserver83
      @thepreserver83 3 ปีที่แล้ว +2

      connect both sides to the same sector, you are telling them which with which will fight to take the sector. The last unit which will survive will take the sector and that is the end.

    • @thepreserver83
      @thepreserver83 2 ปีที่แล้ว

      @Shawn Mosher try connecting them in one sector. If does not work then write me here.
      Meantime i will check my mission files then for details.

    • @thepreserver83
      @thepreserver83 2 ปีที่แล้ว

      @Shawn Mosher Great. Good to hear that.
      I donk know why there is error when ai try to talk. Maybe you have any custom files or commands for ai to say something when any trigger is activated. Check the code of your mission to find out.
      To find do is your error or a game error, try making an very simple mission using vuild in editor of the game. If that is ok then maybe error is happening on your mission code, check that.
      Try making more mission files and test your code separately one from other codes, one by one, when 2 or more codes are working fine, only then combine them in main mission. Such way you will know what is going on and why. Also you will learn coding deeper and better.
      Again, i believe that the error is triggering because of mission code, i mean custom coding.

  • @renzocheesman6844
    @renzocheesman6844 ปีที่แล้ว

    Omg after weeks searching this was the only simple tutorial that actually worked, ty so much. Btw is there a way to specifically choose what AI characters spawn?

  • @excidium1991
    @excidium1991 ปีที่แล้ว

    so if i understand correctly youll need one "spawn ai" module for the hole mission and then a few "spawn ai spawnpoint" moduls per sector? and how do i deactivate those spawn once i conquert the sector? or is it ment to work like putting down a few spawns for each side and then let the units move to the sectors from there?

  • @kadenh8924
    @kadenh8924 5 ปีที่แล้ว

    Hey Unkl, I am having the issue of my AI spawning but not going anywhere, I have multiple sectors, they are all differently named. Except I didn't name the variable, I did everything you did in the video. I added the game logic thing and it still didn't work. A few Bug notices appeared on my screen, One said, ((( '...waypoint [_group, 0]; }; _WP - _group |#|addwaypoint [_objective getVariable "pos...'. ))) Another bug popup said, (((A3\Modules_F_heli\Misc\FUnctions\ModuleSpawnAISectorTactic\getsclosestsector.sqf, error 0 elements provided, 3 expected.))) Another one said [there is a lot of bug pop ups] ((([bis_fnc_moduleSpawnAISectorTactic [X] No valid area is linked to the sector BIS-FNC-moduleSector_sector2_7619))) If you could back to me ASAP that would be great, thanks! Oh and one more thing, I have mods on such as ACE3 and ASR AI3. Would that affect the modules?

  • @bangingthebeldam
    @bangingthebeldam 5 ปีที่แล้ว

    any chance these modules can be used in conjunction with MCC modules? I would love to use other factions than what I'm limited to in vanilla

    • @darkhean1507
      @darkhean1507 5 ปีที่แล้ว

      nop i already try does t work

  • @proscessedwater8988
    @proscessedwater8988 2 ปีที่แล้ว +1

    I've followed everything that you've done but when the ai spawns, they just stand around and dont go for the sector. I need help

  • @brndn2208
    @brndn2208 10 หลายเดือนก่อน

    Thanks

  • @user-hj3us8vh6y
    @user-hj3us8vh6y 8 หลายเดือนก่อน

    @syaUnkl I get the error message “No valid area is linked to the sector” I did everything exactly as you did in the video?? what does that mean ?

  • @Le0Heart
    @Le0Heart 7 ปีที่แล้ว +1

    Thanks for awesome 3 video tutorial on sector control and AI spawns. I created a test mission with Opfor as well as Independent in it. Sectors alpha & bravo can be captured by opfor OR bluefor. Sectors Charlie & Delta can be captured by Bluefor & Independent. However, the alpha/bravo works perfectly that is the spawned in AI (using your spawn ai tutorial) which belongs to Opfor captures the two sectors quickly as soon as server starts.
    However, the chalie / delta sectors are unclaimed. Independent AI spawns into two spawn points i created (just like you showed in vid) but they do not move to sectors at all (sectors does have the area logic, bluefor and independent logic).
    Bluefor is meant for real players. (its a training server for my group of friends). What am I doing wrong ? Why wouldn't independent AI move to capture? They stand still on spawn locations.
    I have set in scenario options that Independent is not an ally of bluefor

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      I have seen the AI sometimes ignore sectors. I'd first check that you have the settings in Charlie/Delta sectors to make sure everything was right. Other times I had to start my mission from scratch and that seemed to work. Other than that check the post below as well....some good pointers there.

  • @mr.stonks7303
    @mr.stonks7303 6 ปีที่แล้ว +1

    Hey, great video! Is it possible to create a module that spawns a empty vehicle when you gain control of a sector, like a kind of "reward". And also, disable that function when you lose control again :))

    • @SayUnkl
      @SayUnkl  6 ปีที่แล้ว +1

      Yest that is possible but it will take some custom scripting to manage it the way you want.

  • @dolphinsupreme5457
    @dolphinsupreme5457 2 ปีที่แล้ว

    This is a long time ago but when I do this the ai stay in the same spot they don't move

  • @discardedpotatochip2550
    @discardedpotatochip2550 5 ปีที่แล้ว +1

    I (seemingly) did everything in the video, only to get an error message saying that the init spawnpoints aren't valid. Any ideas?

  • @LuizBarros99
    @LuizBarros99 6 ปีที่แล้ว +4

    I am running into an issue: ALL the AI infantry that spawns simply ignores the sector tactic module. Mean while, any AI VEHICLES behave propperly, going for sectors, etc.

  • @donald4900
    @donald4900 7 ปีที่แล้ว

    How can you edit the map after you started the scenario? What I mean is how do you add units and vehicles as the battle is going on?

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      Put in a Zues module to be able to edit the mission in real time. I use #adminLogged in the "owner" field to limit access to Zues to only logged in admins.

  • @pexiefluvr6028
    @pexiefluvr6028 5 ปีที่แล้ว +5

    I cant make independent nor BLUFOR try and capture the sector, only OPFOR does, when independent or opfor units spawn they just stand there at the spawn point but they wont move towards the sector

    • @dough254
      @dough254 4 ปีที่แล้ว +4

      Same. Only OPfor working I'm trying to figure something out. I'll let you know

    • @sambranco4825
      @sambranco4825 4 ปีที่แล้ว +1

      @@dough254 looks like we'll never know

    • @dough254
      @dough254 4 ปีที่แล้ว

      @@sambranco4825 I did figured it out man

    • @warmtummyrubs7864
      @warmtummyrubs7864 4 ปีที่แล้ว

      dough254 I have same issue. Nobody moves to the sector. What was wrong?

    • @dough254
      @dough254 4 ปีที่แล้ว

      Im not home to look but you gotta link the opfor spawn point to the same ai thing that controls the ai

  • @JustKaarlo
    @JustKaarlo 5 หลายเดือนก่อน

    How do i use mod faction for Spawn AI module?

  • @ramadhanekaprawiralubis6925
    @ramadhanekaprawiralubis6925 5 ปีที่แล้ว

    SayUnkle how i playing spawning ai ?

  • @b33thov3ndangkhoa
    @b33thov3ndangkhoa 6 ปีที่แล้ว

    Can someone help me to add a respawn point for whichever Side that captured the Sector ? For Both players and AI ? As far as i know , only REspawn point for players is possible in this case ?

    • @sussyb1471
      @sussyb1471 2 ปีที่แล้ว

      Oh it's easy, all you have to do is connect all AI spawn to a single Sector option

  • @SovietCharlie
    @SovietCharlie 2 ปีที่แล้ว

    Do it work with mods?

  • @photonman54
    @photonman54 7 ปีที่แล้ว

    I have a problem with mine, maybe some one could help. I have the set up working but when is spawns the "motorized" group it has the transport truck but all the infantry out side the truck. So I have the truck rush in first since it is faster and get wrecked while the infantry are way behind running on foot. Is there a way to get them to ride in the truck or APC?

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      You should be able to execute some code in the Expression box. It would take some testing but you should be able to find out if the spawned group has a vehicle assigned to any of them and if so then just process a "{_x moveInAny _vehicleName}forEach units group;"

  • @LK-fh2pc
    @LK-fh2pc 7 ปีที่แล้ว +5

    When I place another AI spawn and set them up to Sector Tactic they don't go for the Sector but the first one I setup works.

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      Is the AI Spawnpoint synchronized to the Spawn AI? th-cam.com/video/bnIN8SWkfL0/w-d-xo.html

    • @LK-fh2pc
      @LK-fh2pc 7 ปีที่แล้ว +1

      I set it up for Nato they spawn correct and capture the sector I tried for Opfor they spawn but wont attack the sector.

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      Have you double checked that you set all the factions in the Spawn AI and AI Spawnpoint moduels to your Opfor faction? Did you update a game logic for the opfor side and link it to your sectors?

    • @saltyreact
      @saltyreact 7 ปีที่แล้ว +1

      i have the same problem

    • @miguelmatute8359
      @miguelmatute8359 7 ปีที่แล้ว +1

      I have the same problem. OPFOR don't do anything

  • @LTDANG-ms6oq
    @LTDANG-ms6oq 7 ปีที่แล้ว

    Hey SayUnkl, I was wondering if you know how to set the ai difficulty for units that spawn from these modules. I have tried {_x setSkill 0.2} forEach units (group (_this select 0)); in the expression field of the spawn ai module, it changes the skill but the ai no longer go for the sector tactic and just stand there. Any ideas?

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      chris ryan That is an interesting prob. How about if you executed this code via a script instead and could delay the setSkill for 30 seconds. Maybe they need to get their waypoints first. Worth a test.

    • @LTDANG-ms6oq
      @LTDANG-ms6oq 7 ปีที่แล้ว

      The problem is that i'm not very good at scripting yet, I'm still in the earlyish stages of learning, most of what I can do is ripped from youtube or the bitstudio forums and armaholic forums. Not quite sure how to do that, I have a fair idea, I am waiting on replies on this problem on bitsudio, armaholic and here. I'll let you know if I get a solution from those forums, however any help here would be greatly appreciated. Maybe another tutorial explaining ways to get skill to work with this module if you can figure this out? Another thing that I didn't find in your vids or on youtube is how to get vehicles that are attached to a vehicle respawn module to spawn and despawn on capture of a sector. I briefly tried using the ammo box example but couldn't get it to work with vehicles. I'm trying to make a WW2 COOP sector control mission thats like Battlefield and as the ai skill is basically nil through these modules makes the mission far too easy as the Germans couldn't hit the side of a barn.

    • @LTDANG-ms6oq
      @LTDANG-ms6oq 7 ปีที่แล้ว

      Just tried a few things with triggers and a few different scripts, still can't get it to work.

  • @davidskold8140
    @davidskold8140 4 ปีที่แล้ว +1

    My OPFOR team spawn in and just won't move. got any ideas?

    • @disc3698
      @disc3698 3 ปีที่แล้ว

      You need to program them

  • @ciclismomaster6761
    @ciclismomaster6761 7 ปีที่แล้ว

    Hi all. How can i make module spawn AI generate specific units, Faction or unit of another MOD ? Thank you

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว +1

      I haven't done a video about it yet but I do have a script guide on our community forums...here is the link. www.tacticalgamer.com/forum/simulation/armed-assault/arma-development/script-bin/1792894-sector-control-with-rhs-russian-units

    • @ciclismomaster6761
      @ciclismomaster6761 7 ปีที่แล้ว

      SayUnkl thanks for your help
      att. nodo_43

  • @GregS-01
    @GregS-01 7 ปีที่แล้ว

    What is the best to learn how to create a battle? I've used the editor a bit. Now i know enough to be dangerous but I really want to learn how to do this right. Thanks

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      If you are creating missions for multiplayer then start with simple missions. Create your event triggers and end conditions then test them before you populate the enemy ai. Take it slow and you will save yourself a lot of keyboard mashing!

    • @GregS-01
      @GregS-01 7 ปีที่แล้ว

      I've tried a few triggers but apparently I dont fully understand the complexities of triggers. Is there a trigger that will end the game?

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      Greg S There are lots of good tuts out there but if you go through my playlist there is one for the first basics that should have some trigger info. ill see if I can link it through the phone in a few.

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว

      th-cam.com/video/K9wvKUaTy0I/w-d-xo.html

  • @ciclismomaster6761
    @ciclismomaster6761 7 ปีที่แล้ว

    Hi. How can I enable and disable Spawn AI modules according to who owns the sector. THX

    • @SayUnkl
      @SayUnkl  7 ปีที่แล้ว +1

      I don't think you can enable or disable Spawn AI modules during the game as they are initialized by the server at mission start. I've done some custom scripting that would give you that kind of control but I have not had the time yet to do a video and mission for that.
      Basically I used the spawn modules to only spawn 1 unit and then used a script to spawn new units and add them to that initial group. They get the waypoints and behaviors from the initial unit which I then delete.
      Using that method you can then spawn any type of group you like. I don't know if changing their side affiliation would delete their waypoints or connection to the sector control behaviors though.

    • @ciclismomaster6761
      @ciclismomaster6761 7 ปีที่แล้ว

      Thank you for responding, your videos have been very helpful.

  • @CamiloS2001
    @CamiloS2001 5 ปีที่แล้ว +2

    Guy, im put two armys to capture one territory,but one of the armies does not move

    • @davidskold8140
      @davidskold8140 4 ปีที่แล้ว +1

      Do you have two sector tactics down? if you do they won't move. you only need one and sync that to both spawns.

    • @marty5751
      @marty5751 3 ปีที่แล้ว

      @@davidskold8140 ty

  • @ramadhanekaprawiralubis6925
    @ramadhanekaprawiralubis6925 5 ปีที่แล้ว +1

    How to spawning aircraft and boat?

    • @disc3698
      @disc3698 3 ปีที่แล้ว

      It shows

  • @darkhean1507
    @darkhean1507 5 ปีที่แล้ว +1

    what WTF in my game i do same thing but he show error message "addwaypoint (...) invalid location(sector)"

    • @darkhean1507
      @darkhean1507 5 ปีที่แล้ว +1

      "expected 3 , offering 0" what is this menssage ?

    • @victorland2426
      @victorland2426 5 ปีที่แล้ว

      Me too

  • @alessandrozhang8455
    @alessandrozhang8455 3 ปีที่แล้ว

    !!!!!!!!!!!!!!!!!! ATTENTION !!!!!!!!!!!!!!
    For everybody for whom only one side is advancing: You have to sync both sides to the same "Spawn Ai: Sector Tactics" module! I hope you have success :)

    • @jordanmoore2933
      @jordanmoore2933 2 ปีที่แล้ว

      Thank you! That was the piece of the puzzle I was missing

  • @kralpetarkrescimeriv.terpi6043
    @kralpetarkrescimeriv.terpi6043 ปีที่แล้ว

    Can i choose which unit type can respawn ???

  • @huntermayes7342
    @huntermayes7342 6 ปีที่แล้ว

    I want to respawn a very specific group, 100% of the time, every time that entire squad dies...

    • @SayUnkl
      @SayUnkl  6 ปีที่แล้ว

      th-cam.com/video/Sxn7h9D_l-M/w-d-xo.html

  • @higgzthegamer89
    @higgzthegamer89 3 ปีที่แล้ว

    Hey my sister units don't move did I miss a step? Please help lol

  • @artlordjazz
    @artlordjazz 4 ปีที่แล้ว

    anyone know how to spawn custom units / groups ?
    tried the link here but not working anymore
    SayUnkl
    2 years ago
    I haven't done a video about it yet but I do have a script guide on our community forums...here is the link. www.tacticalgamer.com/forum/simulation/armed-assault/arma-development/script-bin/1792894-sector-control-with-rhs-russian-units