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.
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)
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?
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 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!
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
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.
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!
I'll check. Thanks
@@OnlineCombatBN Do you know by any chance if there is a way to start the onslaught modul thorugh a trigger or something like that ?
@@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.
@@OnlineCombatBN Alright thanks :)
Yeah I see that. In YT video editor appears to be useless, so I can't fix that.
Awesome stuff thanks alot! Gutted as I'm going away for a week so won't be able to give it ago.
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.
Start using the garrison respawn module. It's much better and easier.
Nice!!! Thanks for posting
Very useful vid. Thanks
do you think it can be done the other way around that you some how can activate the module by trigger..
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.
it is about syncinthe support module with the CAS, Transport modules later in game.
@@play3r436 If there is a way to start onslaught at a certain time, I'll find it. I actually need this for a mission.
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)
opfor present {_x enablesimulation false; _x setVariable ["enablesimulation",false] } forEach thisList; {_x allowDamage false; _x setVariable ["allowDamage",false] } forEach thisList;
Is it possible to do the same with vehicles? So waves of vehicles attack you?
Sadly it doesn't work with vehicles. I tried it and it doesn't work.
Hm ok, but thanks anyway
Can you set up multiple attack points or just one?
Use the respawn garrison module for multiple attack waves from different locations.
For me, this just created an endless war at (0,0,0) hahaha
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?
th-cam.com/video/IejRwV-7gOI/w-d-xo.html Hope this helps.
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!
Bohemia Interactive forums are your best bet for advice on scripts.
@@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!
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
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.
@@OnlineCombatBN nice one mate! Can't believe its that easy after spending a good 2 hours solid thinking im missing a comma somwhere 😂
@@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
Yea I'm not getting it either :(@@bangingthebeldam
Did you give them waypoints?
It works on dedicated ??
Yes