Arma 3 Editor | Stop the Onslaught Spawn Module when required

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  • เผยแพร่เมื่อ 16 ก.ค. 2022
  • This shows how to stop the Onslaught Spawn Module from spawning AI in during your mission.
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ความคิดเห็น • 45

  • @jr-fl6vq
    @jr-fl6vq ปีที่แล้ว +1

    Awesome stuff thanks alot! Gutted as I'm going away for a week so won't be able to give it ago.

  • @bitboydcs9825
    @bitboydcs9825 ปีที่แล้ว +1

    Nice!!! Thanks for posting

  • @fubar5554
    @fubar5554 ปีที่แล้ว

    Great tutorials friend. Definitely will try and implement this in a mission I already made. I think id work better than what I have for a fob defense at the end of the mission

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว +1

      Mate, use this instead. Trust me, so much better
      th-cam.com/video/Gjnvl_-xkWY/w-d-xo.html

  • @AngelGarcia-he2gm
    @AngelGarcia-he2gm ปีที่แล้ว +1

    Very useful vid. Thanks

  • @IvanShagaev
    @IvanShagaev 5 หลายเดือนก่อน

    For some reason, when i did same way like in tutorial, it didn't delete the spawnpoints, instead started spawning them on 0 coordinate.
    Fixed: Adding variable name in Onslaught init itself and adding line of code to delete Initialization with the spawnpoints. Without that, it just spawns them instantly on 0-0 coordinate, keep that in mind, folks.
    Great tutorial tho, this will really help me on future missions.

    • @OnlineCombatBN
      @OnlineCombatBN  5 หลายเดือนก่อน

      Start using the garrison respawn module. It's much better and easier.

  • @willstewissen9855
    @willstewissen9855 ปีที่แล้ว +1

    Bro u messed something up in editor :D
    the clip starting at 9:17 and the clip starting at 10:17 are the same ^^
    Great Video thank u very much!

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      I'll check. Thanks

    • @willstewissen9855
      @willstewissen9855 ปีที่แล้ว

      @@OnlineCombatBN Do you know by any chance if there is a way to start the onslaught modul thorugh a trigger or something like that ?

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      @@willstewissen9855 there isn't. See my video on the respawn garrison module and use that. It's much better and can to started on a trigger.

    • @willstewissen9855
      @willstewissen9855 ปีที่แล้ว

      @@OnlineCombatBN Alright thanks :)

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      Yeah I see that. In YT video editor appears to be useless, so I can't fix that.

  • @bangingthebeldam
    @bangingthebeldam ปีที่แล้ว

    Can you set up multiple attack points or just one?

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      Use the respawn garrison module for multiple attack waves from different locations.

  • @-Dementor-
    @-Dementor- ปีที่แล้ว

    Is it possible to do the same with vehicles? So waves of vehicles attack you?

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      Sadly it doesn't work with vehicles. I tried it and it doesn't work.

    • @-Dementor-
      @-Dementor- ปีที่แล้ว +1

      Hm ok, but thanks anyway

  • @jr-fl6vq
    @jr-fl6vq ปีที่แล้ว

    Hi mate, I am trying to change the units that are spawned so I can use these modules on maps like stratis etc.
    So I change them by copying the units from the config viewer into the onslaught init module but when I load up nothing spawns in and I don't get any error messages.
    So here's an example of how im doing it..
    ["B_W_InfSentry","B_W_InfSquad"]
    Am I missing something here?
    Running no mods
    Cheers

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว +2

      Hey mate. If you are using the onslaught module, all you have to do is sync whatever units you want to use to the module. No need for any classmames or anything. You can use the module with any units on any map, you do of course have to have the SOG DLC running.

    • @jr-fl6vq
      @jr-fl6vq ปีที่แล้ว +1

      @@OnlineCombatBN nice one mate! Can't believe its that easy after spending a good 2 hours solid thinking im missing a comma somwhere 😂

    • @bangingthebeldam
      @bangingthebeldam ปีที่แล้ว +1

      @@OnlineCombatBN sync it to what? I've tried syncing them to the init. then the spawn module. nothing seems to be working. they just stand there

    • @LarryTheStrongsGamingChannel
      @LarryTheStrongsGamingChannel 7 หลายเดือนก่อน

      Yea I'm not getting it either :(@@bangingthebeldam

    • @OnlineCombatBN
      @OnlineCombatBN  7 หลายเดือนก่อน +1

      Did you give them waypoints?

  • @play3r436
    @play3r436 ปีที่แล้ว +1

    do you think it can be done the other way around that you some how can activate the module by trigger..

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      I was talking to some of our community about that last night. There doesn't seem to be a way you can hold it off then have it start.

    • @play3r436
      @play3r436 ปีที่แล้ว

      it is about syncinthe support module with the CAS, Transport modules later in game.

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      @@play3r436 If there is a way to start onslaught at a certain time, I'll find it. I actually need this for a mission.

    • @brucexl9298
      @brucexl9298 ปีที่แล้ว

      I used a trigger with disable and enable simulation which worked for a delay start. I found MGI Enhanced modules, found in the workshop is easier to use (Spawn Group Attacks)

    • @brucexl9298
      @brucexl9298 ปีที่แล้ว

      opfor present {_x enablesimulation false; _x setVariable ["enablesimulation",false] } forEach thisList; {_x allowDamage false; _x setVariable ["allowDamage",false] } forEach thisList;

  • @ARMASPIRIT
    @ARMASPIRIT ปีที่แล้ว

    Hi, thanks for video
    I have 3Q
    Q1: how could I make AI soldiers guard a place with continuous walking (unlimited) around that place to secure it without making limited way points?
    ________________________________
    Q2: can I make AI walk inside building as above?
    ________________________________
    Q3: can I order AI to destroy a building without enemy being inside?

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      th-cam.com/video/IejRwV-7gOI/w-d-xo.html Hope this helps.

  • @Marcraftification
    @Marcraftification ปีที่แล้ว

    hi hi i know this is somewhat unrelated to this but im trying to get a zone to spawn units aligned with the zone owner using if-then
    if {
    Hive_A getVariable "owner" == independent;
    } then {
    _group1 =[getPos FLSP_HQ, independent, [
    _Flood select (floor (random (count _Flood))), _Flood select (floor (random (count _Flood))), _Flood select (floor (random (count _Flood)))
    ], [], [], [], [], [], 180] call BIS_fnc_spawnGroup;
    };
    this is outside of eden in a script.
    im doing something wrongo, with the check and i dont know what the proper terminology/syntax is for this situation.
    i'll figure it out eventually, but to save me the brain ache,
    Any advice would be great!
    I could use the samve get variable in game on a trigger to dissable and re-enable the scripts based on who owns the point but i would like to learn this method!

    • @OnlineCombatBN
      @OnlineCombatBN  ปีที่แล้ว

      Bohemia Interactive forums are your best bet for advice on scripts.

    • @Marcraftification
      @Marcraftification ปีที่แล้ว

      @@OnlineCombatBN thanks, I decided to go the wacky route and just individually trigger/stop each script via in game triggers.
      I'll have a look on there if i run into an issue. cheers!

  • @cigscwb
    @cigscwb ปีที่แล้ว

    It works on dedicated ??