Thank you for the great explanation of each way to spawn AI groups. Will be trying this out and will be very helpful to mission making to the Arma community.
I've said it before, but your tutorials are the best. Thanks very much. Some day I'd like to pick your brain to try to get answers to some questions I have.
Thank you for the explanations! It's really helped open up my missions and made them far more dynamic. I just a have a small enquiry, during the way point section in the text editor. Are the underscores necessary for the names of the groups and waypoints?
at 4:19 how do you know the specific way to write the names of enemy units in this way though? Is there some way to see the name of any enemy unit in this notation to make them spawn?
I use the code for search and destroy. The soldiers spawn, but I get the error "0 elements provided 3 expected" when the trigger fires. I'm not sure what to do. Any advice would be appreciated
Good morning, I have a question, in the first example of AI hunter spawn. You say in the video that to stop the continuous spawning of enemy hunter units, another activator must be enabled so that they do not continue spawning. Well, what command line should I enter within the activator and in what section? Could you give me more details, please.
I love your videos and are a must for any ARMA mission maker. My question, have you seen anywhere that implements a helicopter Pickup, Looter and RTB on demand like they did in the “Extraction” scenario that came with the Western Sahara CDLC? I found some heli extract/drop off videos but none that let you tell you how to make it so you can tell the heli to loiter or RTB afterwards. Thanks again and love the vids, keep it up!
Realy live your videos so much, thank you 🙏 I was also looking to find how to respawn an AI with the same init line as before dying, do you know how to do it by any chance ?
Hey! Love your tutorials. Can you please make one where AI switches from forced hold fire to fire on sight behaviour with a trigger assigned? So that I can make immersive Ambush missions
If you use the garrison respawn and set the waypoint to a building they should use it. You could also use lambs danger fsm mod and they will use buildings on special waypoints.
I have 2 questions for the first option, is the unit name just whatever it says in the unit tabs or is it file name. And 2, how to determine where they spawn?
I didn't assign a unit name for the group. Not sure you can with that method, not sure why you'd want to. And no, they will spawn at random locations around you. The idea is that you don't know where they are going to spawn...
Hey, so I've been trying to do this with modded units. But some of the mods I have are creating errors that don't allow me to use the functions viewer, or the config viewer. So I can't see what I need to put in to spawn the character types I want to use. I'm brand new to Arma period, so I'm having a really hard time figuring out spawns for anything that isn't vanilla. And tutorials are even sparse for vanilla stuff for eden. So I'm kinda throwing this out here as a last ditch. I'm using the Mass Effect opposition mod, and I was trying to set up a spawn for NPCs that would cause different types of NPCs to spawn on different parts of the map, with the ability to respawn as players would, that way if there aren't enough players to make a lobby, I could still run the game type. (Basically I'm using star wars battlefront command posts, and setting up a respawn ticket system, but with Council races from Mass effect as blufor, and Geth/Reapers as OpFor, with mercenaries as independents in the middle.) So far I have been able to get the game type functioning, and the objectives all work. I just can't make the NPCs respawn because I don't know how to script it. I was considering using the method that you've shown here, with a trigger set to repeat on a timer. But since I can't see the config viewer, that seems to be a non-option unless there is an alternative way to view what I need. So my other option is to use the "spawn A.I" module, and set that up to the models I want to use, but unless I can synchronize the object I want to spawn to the spawner, I think I'll run into the same problem again. If there is a way around this you know of I would be incredibly grateful if you could point me in the right direction. Thank you :)
I figured it out, I needed another mod that somebody suggested called 'Advanced Developer Tools' It allowed me to use the configviewer despite the mods. It also simplified the configviewer.
Hi there, I have tried the 3rd option on my Scenario but I keep getting the message: "On Activation: Missing ;" even though I have the same code besides the config file. The black box besides the message repeats the part about the_wp2 setWaypoint "SAD". Is there something I'm missing maybe? I hope you can help me with this.
Hi there, very much enjoying your videos. I have found your S.O.G videos incredibly helpful. I was wondering if you could help me with a general question? I want to spawn in enemy units to gaurd a town that is triggered by players. I have been banging my head against a wall trying to figure this out.
You can use these methods to spawn in enemy units. Just have the setting a town. Or you could use EOS and have the markers for the spawn areas placed on the town.
Hey man, I really enjoy your Editor Videos. They really help me getting into mission making. Thank you so much for that! Sadly I still dont know how to make NPC´s speak with recorded dialog. All Videos on TH-cam and other sources dont work for me, I think they are all outdated. Can you please make a Video where you show us how its done? That would save a lot of my campaigns!
hello! Im new to the game and im just wondering how can i customise my uniform/ weapon loadout in sandbox? Ive tried google but ive gotten nothing good
hello i have test it good works ..... but i need to delete the spawned unit (on my request with a triggher) without delete all opfor in the map i find only one that works but delete all ai opfor in the map the istruction is {if (side _x == opfor) then {deleteVehicle _x}} forEach allUnits; have you some idea for me ?? thanks for your help
I dont know but eventually the script stopped working, no error no nothing but the group isnt spawning , hint works indicating the trigger is functioning but the group isnt spawning
hola disculpa el idioma soy cubano y adoro el arma3, no logro que los enemigos cazen al jugador porque cuando pongo el codigo en el disparador pone este mensaje Falta] y no logro que funcione, podrias darme el codigo correcto? gracias
Always solid tutorials. Was banging my head against the wall about spawning AI in my mission and this solved those questions!
Thank you for the great explanation of each way to spawn AI groups. Will be trying this out and will be very helpful to mission making to the Arma community.
Glad it was helpful!
Thanks so much, very well explained. Its so hard to find vids that explain in very basic language.
Neat, the options give mission makers lots of flexibility, thanks for sharing!
You have a lot of good tips. Helps me a lot in my editing. Thank you for doing this
Happy to help!
I've said it before, but your tutorials are the best. Thanks very much. Some day I'd like to pick your brain to try to get answers to some questions I have.
Come to our discord and you can ask me directly about any questions you have mate.
this video aged like gold
I wish bohemia would recognize you the title of master tutorial
Well, let's not get carried away now. Thanks for the kind words.
Thank you for the explanations! It's really helped open up my missions and made them far more dynamic. I just a have a small enquiry, during the way point section in the text editor. Are the underscores necessary for the names of the groups and waypoints?
@@empypenguin7664 if they consist of more than one word or number, yes
@@OnlineCombatBN Thank you!
at 4:19 how do you know the specific way to write the names of enemy units in this way though? Is there some way to see the name of any enemy unit in this notation to make them spawn?
In the editor, right click any unit, go to 'Log' then select 'Log classes to clipboard '. That will save the class name and you can then paste it.
I use the code for search and destroy. The soldiers spawn, but I get the error "0 elements provided 3 expected" when the trigger fires. I'm not sure what to do. Any advice would be appreciated
Does it still work in spite of the error?
Nope, the units just stand there. I also noticed that you had two separate game logics to choose from, and I only have one. Idk if the logics matter.
Good morning, I have a question, in the first example of AI hunter spawn. You say in the video that to stop the continuous spawning of enemy hunter units, another activator must be enabled so that they do not continue spawning. Well, what command line should I enter within the activator and in what section? Could you give me more details, please.
I imagine it will be the same command line in the "On Deaction" section. But you have to synchronize activators. What would it be? I'm very confused?
I love your videos and are a must for any ARMA mission maker.
My question, have you seen anywhere that implements a helicopter Pickup, Looter and RTB on demand like they did in the “Extraction” scenario that came with the Western Sahara CDLC? I found some heli extract/drop off videos but none that let you tell you how to make it so you can tell the heli to loiter or RTB afterwards.
Thanks again and love the vids, keep it up!
Use the ALiVE Mod. You can call for an exfil, get the chopper to RTB or loiter in an area.
UPDATE: figured out that AI need empty markers as waypoints and game logic as spawn position
Great Video. Is there a way to spawn in AI and then have them join your group from wherever you are in the field?
Thank you a ton for this video. Incredibly helpful. My question is how do we adjust where the hunting ai spawns?
Create a separate trigger with different spawn ranges I guess.
Question.. How do you make it spawn a truck with crew? Cos if i do it the way i do with infantry.. It doesnt work
Can you tell me how to spawn Al jet for dogfilght scenario? I already rename solider become jet Cas name from your file it does't work.
I can. I'll do a video on it for you.
@@OnlineCombatBN Thank you,I can’t wait to see it.☺️
Realy live your videos so much, thank you 🙏
I was also looking to find how to respawn an AI with the same init line as before dying, do you know how to do it by any chance ?
To my knowledge, if they have an init they won't respawn with it, although I'm sure there is a way to do it, I just don't know how.
is there any way for me to spawn multiple at a time with the hunting one? thanks for the awesome vid by the way!
Sure, just add more units to spawn with the trigger
Sorry for adding the download link late. I forgot. :)
Hey! Love your tutorials. Can you please make one where AI switches from forced hold fire to fire on sight behaviour with a trigger assigned?
So that I can make immersive Ambush missions
@Debet: th-cam.com/video/M1tW71WBQsY/w-d-xo.html
How exactly do you stop them hunting you with another trigger? I've tried deleting the trigger with another but it still spawns in AI?
Can you tell me how to spawn sog pf VC instead of vanilla East? Can't seem to get it working.
I'm using the spawn stationary group version. Thanks!
hello I have a question can we do the same thing the Spawn units and they will hide in the buildings as for the Garrison module Nice JoB
If you use the garrison respawn and set the waypoint to a building they should use it.
You could also use lambs danger fsm mod and they will use buildings on special waypoints.
@@OnlineCombatBN like that
I have 2 questions for the first option, is the unit name just whatever it says in the unit tabs or is it file name. And 2, how to determine where they spawn?
I didn't assign a unit name for the group. Not sure you can with that method, not sure why you'd want to. And no, they will spawn at random locations around you. The idea is that you don't know where they are going to spawn...
Hey, so I've been trying to do this with modded units. But some of the mods I have are creating errors that don't allow me to use the functions viewer, or the config viewer. So I can't see what I need to put in to spawn the character types I want to use. I'm brand new to Arma period, so I'm having a really hard time figuring out spawns for anything that isn't vanilla. And tutorials are even sparse for vanilla stuff for eden. So I'm kinda throwing this out here as a last ditch. I'm using the Mass Effect opposition mod, and I was trying to set up a spawn for NPCs that would cause different types of NPCs to spawn on different parts of the map, with the ability to respawn as players would, that way if there aren't enough players to make a lobby, I could still run the game type. (Basically I'm using star wars battlefront command posts, and setting up a respawn ticket system, but with Council races from Mass effect as blufor, and Geth/Reapers as OpFor, with mercenaries as independents in the middle.) So far I have been able to get the game type functioning, and the objectives all work. I just can't make the NPCs respawn because I don't know how to script it. I was considering using the method that you've shown here, with a trigger set to repeat on a timer. But since I can't see the config viewer, that seems to be a non-option unless there is an alternative way to view what I need. So my other option is to use the "spawn A.I" module, and set that up to the models I want to use, but unless I can synchronize the object I want to spawn to the spawner, I think I'll run into the same problem again. If there is a way around this you know of I would be incredibly grateful if you could point me in the right direction. Thank you :)
I figured it out, I needed another mod that somebody suggested called 'Advanced Developer Tools' It allowed me to use the configviewer despite the mods. It also simplified the configviewer.
Hi there, I have tried the 3rd option on my Scenario but I keep getting the message: "On Activation: Missing ;" even though I have the same code besides the config file. The black box besides the message repeats the part about the_wp2 setWaypoint "SAD". Is there something I'm missing maybe? I hope you can help me with this.
@@Wildzzz558 did you download the example mission?
Hi there, very much enjoying your videos. I have found your S.O.G videos incredibly helpful. I was wondering if you could help me with a general question? I want to spawn in enemy units to gaurd a town that is triggered by players. I have been banging my head against a wall trying to figure this out.
You can use these methods to spawn in enemy units. Just have the setting a town. Or you could use EOS and have the markers for the spawn areas placed on the town.
Thanks, how do I set them that they would spawn within a timeframe? Like every 5 mins or so?
A repeatable trigger with a delay of five minutes that your players are in.
Is “SHITBIRDS” the name of a custom composition? Every time I try to have a custom composition spawn in it just spawns the basic CSAT rifle group
The way to change the class names (units used) is detailed in the tutorial.
Nice i take that
Hey man, I really enjoy your Editor Videos. They really help me getting into mission making. Thank you so much for that!
Sadly I still dont know how to make NPC´s speak with recorded dialog. All Videos on TH-cam and other sources dont work for me, I think they are all outdated.
Can you please make a Video where you show us how its done? That would save a lot of my campaigns!
NPC using actual voice? Or just text?
@@OnlineCombatBN actual voice
hello! Im new to the game and im just wondering how can i customise my uniform/ weapon loadout in sandbox? Ive tried google but ive gotten nothing good
Can you be more specific? If you use an Arsenal you can set up whatever gear you like.
If you could help me with the bracket issue. Id really appreciate it, sucks i cant get it to work because of a damn bracket
Can you be more specific please?
hello i have test it good works ..... but i need to delete the spawned unit (on my request with a triggher) without delete all opfor in the map i find only one that works but delete all ai opfor in the map
the istruction is {if (side _x == opfor) then {deleteVehicle _x}} forEach allUnits; have you some idea for me ?? thanks for your help
Try the hide/show module with a trigger
I dont know but eventually the script stopped working, no error no nothing but the group isnt spawning , hint works indicating the trigger is functioning but the group isnt spawning
To be more specific, the moving squad script stopped working, but the stationary is still intact
hola disculpa el idioma soy cubano y adoro el arma3, no logro que los enemigos cazen al jugador porque cuando pongo el codigo en el disparador pone este mensaje Falta] y no logro que funcione, podrias darme el codigo correcto? gracias
English please.
It says im missing a ] and its destroying my brain, i have literally the same thing you have except different unit names
it is not spawning anything not sure what I am missing.
@patricktye5552 which method you using?
only works on altis
No, it works on any map.
The second one wasn't very clear, not sure how to set it up. Great video otherwise.
Maybe my written English is not good enough and you did not understand my question, English is not my native language.