Summary
[Heavily Work in Progress] My first crack at fiddling with scripted AI spawns for Arma Reforger. Hunter Killer manages script spawned AI that aim to hunt down and kill the players.
Description
[Heavily Work in Progress]
My first crack at fiddling with scripted AI spawns for Arma Reforger. Hunter Killer manages script spawned AI that aim to hunt down and kill the players.
I have now extracted the functionality of Hunter Killer out to a separate script. To utilise the functionality you should plug this code into a start trigger or similar:
HunterKiller = new SCR_RS_HunterKiller();
HunterKiller.SpawnHunterKillerGroups();
The SCR_RS_HunterKiller class takes some optional parameters:
An enum that changes the faction
RSHunterKillerUnitType.US
RSHunterKillerUnitType.USSR
RSHunterKillerUnitType.FIA
A Boolean value that specifies whether or not to enable extended logging (debug purposes only, error messages are always logged).
Example:
HunterKiller = new SCR_RS_HunterKiller(RSHunterKillerUnitType.FIA, true);
Remember to ensure that the HunterKiller variable does not fall out of scope after you call “SpawnHunterKillerGroups” otherwise no spawning will occur. Lastly, ensure a player exists on the map before the spawns for the AI are trigger, otherwise the script will crash when it finds no player to chase.
I packaged the script with a test scenario that utilises the functionality, to see script initialisation take a look at the StartGameTrigger.