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Re: Arma 2 Battle Royale Single Player

Posted by benevolentdevil on Jul 15, 2018; 5:20pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Arma-2-Battle-Royale-Single-Player-tp17681p19678.html



private ["_min_groups", "_max_groups", "min_group_size", "_max_group_size", "_number_groups", "_man_type"];

private ["_this_speed","_speed","_this_formation","_formation","_formation_count","_this_group","_this_man_odds","skill_odds","_skill_index"];




_group0 = Creategroup EAST;
_group1 = Creategroup EAST;
_group2 = Creategroup EAST;
_group3 = Creategroup EAST;
_group4 = Creategroup EAST;
_group5 = Creategroup EAST;
_group6 = Creategroup EAST;
_group7 = Creategroup EAST;

// ******************************************************************************************************************************************************************************

// SET UP STUFF IN HERE!!!!

_min_groups = 2; // The mimimum number of groups that will be created
_max_groups = 3; // The maximum number of groups that will be created. This number CANNOT exceed 8

_min_group_size = 3; // The minimum number of people a group can contain
_max_group_size = 6; // The maximum number of people a group can contain.

_start_distance = 200; // This is the minimum spawn distance for a group from the trigger point
_max_distance = 400; // This is the maximum spawn distance for a group from the trigger point

_max_enemy_distance = 100; // This is the maximum distance a group can be from the player as the group follows the player around


// ******************************************************************************************************************************************************************************
//
// This array contains the type of enemy soldiers that a group can contain.

_man_type=["O_Soldier_F","O_officer_F","O_Soldier_GL_F","O_Soldier_AR_F","O_Soldier_AT_F"];

// The man odds give the chances of what type of soldiers the enemy group will contain. 100 is 100%
//
// For example, if _man_odds_group1=[100,70,60,10,5]; it means that the chances of O_Soldier_F being created are 100 - 70, which is 30%, for
// O_officer_F, the chances are 70 - 60 which is 10% chance. And so on. Each group can have different odds.

_man_odds_group0=[100,90,60,20,10];
_man_odds_group1=[100,70,60,10,5];
_man_odds_group2=[100,50,40,10,5];
_man_odds_group3=[100,95,40,30,25];
_man_odds_group4=[100,80,20,15,5];
_man_odds_group5=[100,50,40,10,5];
_man_odds_group6=[100,50,40,10,5];
_man_odds_group7=[100,50,40,10,5];


// ******************************************************************************************************************************************************************************
//
// These numbers represent the time BEFORE each group will be spawned in. Times are in seconds.
//
//  _group_spawn_delay_min=[30,45,30,60,60,30];
//  _group_spawn_delay_max=[40,60,60,80,65,40];
//
// The initial delay before any groups are spawned will be 30 seconds + random time of (40 - 30), so 30 seconds + random of 10 seconds.
// The next group will spawn at 45 seconds + random time of (60 - 45), so 45 seconds + random of 15 seconds, and so on.

_group_spawn_delay_min=[60,60,60,60,60,120,120,120,120];
_group_spawn_delay_max=[80,120,120,80,240,240,240,240,240];
_sleep_delay = 20; // This MUST be at least two times less than any of the _group_spawn_delay numbers

// ******************************************************************************************************************************************************************************
//
// The _speed_type array contains the various types of speed the group can operate at.

_speed_type=["LIMITED","NORMAL","FULL"];

// The _speed_odds array uses the same chance principles as the man odds.
// For example, _speed_odds = [100,60,30]; will give 100 - 60, which is 40% chance that the group will have LIMITED speed, and so on.

_speed_odds = [100,60,30];

// The _formation_type array contains all the types of formations that each group can move to a waypoint with.

_formation_type=["NO CHANGE","COLUMN","STAG COLUMN","WEDGE","ECH LEFT","ECH RIGHT","VEE","LINE","FILE","DIAMOND"];

// The _formation_odds array uses the same chance principles as the man odds.

_formation_odds = [100,90,80,70,60,50,40,30,20,10];



// ******************************************************************************************************************************************************************************

_group_skill=[0.2, 0.3, 0.4 ,0.5, 0.6, 0.7, 0.8, 0.9];
_group_skill_level=["Novice","Rookie","Rookie","Recruit","Recruit","Veteran","Veteran","Expert"];

_skill_odds=[100, 95, 85, 70, 50, 30, 15, 5]; // Must contain the same number of entries as _group_skill

// ******************************************************************************************************************************************************************************

_all_groups = [_group0, _group1, _group2, _group3, _group4, _group5, _group6, _group7];
_all_man_odds = [_man_odds_group0, _man_odds_group1, _man_odds_group2, _man_odds_group3, _man_odds_group4, _man_odds_group5];


_number_groups = floor(random (_max_groups - _min_groups)) + _min_groups;

//hint format ["Groups %1", _number_groups];



_man_number = count _man_type;



_formation_count = count _formation_type;



private ["_i", "_j", "_k",  "_odds", "_table_odds", "_this_man", "_skill_level"];

//hint format ["Position %1, %2",_spawn_position, _number_groups];

_skill_count = (count _group_skill) - 1;



// ******************************************************************************************************************************************************************************



        _group_counter = 0;

        _wait_time = 0;

        _delay_min = _group_spawn_delay_min select _group_counter;
        _delay_max = _group_spawn_delay_max select _group_counter;

        _delay_time =  (random (_delay_max - _delay_min)) + _delay_min;

        _wait_time = _wait_time + _delay_time;

        _skill_index = 0;

// hint format ["Initial Delay: %1", _delay_time];

        while {alive player} do
        {
       

                if ( time > _wait_time) then
                {


                        if ( _group_counter < _number_groups) then
                        {

                                _this_group = _all_groups select _group_counter;
                                _this_man_odds = _all_man_odds select _group_counter;

                                _group_size = floor(random (_max_group_size - _min_group_size)) + _min_group_size;

                                _spawn_position = position player;

                                _xpos = _spawn_position select 0;
                                _ypos = _spawn_position select 1;
                                _zpos = _spawn_position select 2;

                                _distance = _start_distance + random (_max_distance - _start_distance);
                                _angle = random 360;

                                _xxpos = (_distance * cos _angle);
                                _yypos = (_distance * sin _angle);

                                _xpos = _xpos + _xxpos;
                                _ypos = _ypos + _yypos;

                                _spawn_position set [0, _xpos];
                                _spawn_position set [1, _ypos];
                                _spawn_position set [2, _zpos];

                                _odds = random (100);
                               
                                for "_i" from 0 to _skill_count do
                                {

                                        _table_odds = _skill_odds select _i;

                                        if (_odds < _table_odds) then
                                        {
                                                _skill_index = _i;
                                       
                                        };


                                };


// hint format ["_skill_index %1, _skill_count %2", _skill_index, _skill_count];



                                _skill_level = _group_skill select _skill_index;
                                _skill_level_name = _group_skill_level select _skill_index;

                                for "_i" from 0 to (_group_size - 1) do
                                {

                                        _odds = random (100);

                                        for "_j" from 0 to (_man_number - 1) do
                                        {

                                                _table_odds = _this_man_odds select _j;


                                                if (_odds < _table_odds) then
                                                {

                                                        _this_man = _j;
                                                };

                                        };

                                        _man = _man_type select _this_man;
                                        _man createUnit [_spawn_position, _this_group,"this allowFleeing 0", _skill_level, "Private"];


                                };


                                hint format ["BANDITS NEAR: Group size %1, Skill: %2", _group_size,_skill_level_name];




                                _formation = _formation_type select floor random count _formation_type;

                                _wp1 = _this_group addWaypoint [position player, _max_enemy_distance];
                                _wp2 = _this_group addWaypoint [position player, _max_enemy_distance];
                                _wp3 = _this_group addWaypoint [position player, _max_enemy_distance];

                                _wp1 setWaypointBehaviour "AWARE";
                                _wp1 setwaypointtype "MOVE";
                                _wp1 setWaypointFormation _formation;
                                _wp1 setWaypointSpeed "Normal";
                                _wp1 setwaypointstatements ["True", ""];


                                _wp2 setwaypointtype "MOVE";

                                _wp3 setWaypointType "Cycle";

                                _group_counter = _group_counter + 1;

                                _delay_min = _group_spawn_delay_min select _group_counter;
                                _delay_max = _group_spawn_delay_max select _group_counter;

                                _delay_time =  (random (_delay_max - _delay_min)) + _delay_min;

                                _wait_time = _wait_time + _delay_time;

// hint format ["Initial Delay: %1", _delay_time];

                        };


                };





                for "_i" from 0 to (_group_counter - 1) do
                {

                        _this_group = _all_groups select _i;

                        _odds = random (100);

                        for "_j" from 0 to ((count _speed_odds) - 1) do
                        {

                                _table_odds = _speed_odds select _j;

                                if (_odds < _table_odds) then
                                {
                                        _this_speed = _j;
                                };

                        };

                        _odds = random (100);

                        for [ {_j=0}, { _j <  _formation_count}, { _j =_j+1 } ] do
                        {

                                _table_odds = _formation_odds select _j;

                                if (_odds < _table_odds) then
                                {
                                        _this_formation = _j;
                                };

                        };

                        _speed = _speed_type select _this_speed;
                        _formation = _formation_type select _this_formation;

// hint format ["Speed: %1, Formation: %2", _speed, _formation];


                        [_this_group, 1] setWaypointSpeed _speed;
                        [_this_group, 1] setWaypointFormation _formation;


                        [_this_group, 1] setWaypointPosition [ getPosATL player, random (_max_enemy_distance) ];
                        [_this_group, 2] setWaypointPosition [ getPosATL player, random (_max_enemy_distance) ];


                };


        sleep _sleep_delay;


        };



 Ok, thats all Dynamic AI spawn script I had left ...
 
I only used it once, and all I can remember is ... you need to have your /init.sqf execute the script, you need an opfor dead body ( place unit from opfor down, drag his health to "zero" , put him where he can't be "found" )
  use a radio trigger ...  I always put the trigger to be set off by "anybody"  ... once you pass the trigger in game, it'll spawn in the enemy group, and they will come seeking you out ... even if it's all the way across a map ....

 This will happen, every time you cross that trigger , or any other triggers you have placed ...
Like you could have one trigger per "town" , at certain places like check-points ... a couple at the airfields ...  
Ai generated with this are somewhat "random" in skill level ... some are easy, some are aimbot hard.

 I searched armaholic trying to find the package again, ... but I didn't see it by general search.
  I know it came with an example mission ... but since I wound up not using the script myself, I didn't save any part of it, except for a test mission I ran once.