Custom spawned AI with custom waypoints with virtual combat

  1. last year

    Hey so I wanted to know if there was a way I could use my own spawn scripts to spawn ai into the battle field and have my own custom waypoints for those AIs but keep the alive caching system with the virtual combat still there.

  2. Edited last year by SpyderBlack723


  3. Awesome just one more question now would i need the ai commander modual or just the alive (required) and alive virtual ai modual.

  4. If you want them to be moved by a force other than your set waypoints, then yes, place the AI commander module. It is not required for them being profiled and fighting however.

  5. So let's say there is an ai commander modual and I spawn my custom units would my units listen to the commander or my custom waypoints. Also let's say my custom unit completes their waypoints and I just want them be commanded by the module now how would I do that.

  6. You can do
    [_profileHash,"busy", true] call ALiVE_fnc_hashSet;

    This will cause the commander to ignore your group.

  7. What would the code be to have the ai commander take back the group as in the ai commander controls the group?

  8. Same thing but with false instead

  9. So say if i spawn a group using this command

    [getMarkerPos "nmeGrp01_spawn_pos", false, getMarkerPos "nmeGrp01_dest_pos", "10_men_ME", "caf_ag_me"] call ALIVE_spawnProfileGroup; 

    how do i get the groups profile so i can use this command [_profileHash,"busy", true] call ALiVE_fnc_hashSet; if there is no return value of the first command. Also lets say i just create my own custom group how would i profile that group and add it into the whole alive system?

  10. 11 months ago

    @SpyderBlack723 how do you pick up which profile you need to ignore? I presume _profileHash relates to the profile that contains the group you want the ai command to ignore?


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